Comments (4)
The wireframe is closer to match the correct wireframe, but the fix is a hack right now. It is 'fixed' by multiplying the depth value by 0.5, the closer it gets to a depth value of 0. So, when the depth value is 0.0 it's multiplied by 0.5 and the closer it gets to 1.0 to less the 0.5 factor is applied to it.
float depthScalar = 1.0 - (depth.r * ((1.0 - depth.r) * 0.5));
The Maya viewport next to the 'fixed' Wisp viewport
Zoomed in on tiny errors that are still there
Zoomed in on tiny errors that are still there
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The wireframe aligns the models correctly now. The small error is still there, but the outline is correctly surrounding the model now.
See PR #53
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I noticed that this formula actually shouldn't even work, if you think about it.. The current formula results in the following plot.
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https://i.imgur.com/Ax06oAg.png
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Related Issues (20)
- Plug-in crashes on non-existing textures HOT 1
- Selecting the pipeline before selecting wisp as the viewport doesn't work/ HOT 1
- Viewport is initially black.
- Removing objects doesn't update the image. HOT 1
- Wisp rendering and maya is slightly out of sync. HOT 1
- Maya's overlay of the vertices and edges is visible behind the object sometimes.
- Unknown exceptions thrown when adding primitives
- Switching framegraph crash (Fallback Layer)
- Easier popup spawning HOT 1
- Ghost models after deleting combined mesh
- Memory leaks HOT 1
- Colours of materials are lagging behind HOT 1
- Emissive weight is lagging behind
- Properly make use of frame index HOT 2
- NURBS support
- Animation support
- Support for all Arnold shaders
- Maya freezes on empty scene with RTX HOT 1
- Lights are not updated
- Selecting vertices reloads model
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