Render in Image with Depth

vade's picture

Not working with latest GL Tools and Kineme 3D. Is this totally beta, not working at all or works on some systems/scenarios? Just curious.

cwright's picture
Re: Render in Image with Depth

this sorta works on 10.5, but, like the stereo renderer, isn't ready for prime time just yet. There's also no reliable >8bit single-channel format in QC (the floating point intensity formats don't work as expected), so the depth resolution (when it actually works) isn't very good :/

on 10.6, it probably doesn't work at all.

vade's picture
Re: Render in Image with Depth

Ah. Thats a shame. Do you guys release source at all any more for any of this stuff? I would love a peek. At least getting MSAA working with Render in Image should be doable on most systems.

Agreed about float issues. Its a pain in the ass for various reasons. I'd love a half float format RGBA format :|

Thanks for the quick reply.

gtoledo3's picture
Re: Render in Image with Depth

If MSAA could work with a render in image type environment, I would be elated.

cwright's picture
Re: Render in Image with Depth

We do for stuff that's GPL (and LGPL) licensed, otherwise not so much -- we've converted all our projects to require some in-house frameworks just to compile, so they won't work out of the box. using the official-api, there's not a chance you can get render-in-image-like functionality up and running, and RII-like functionality changed a lot between 10.5 and 10.6 (we're still working out the details of the 10.6 version -- and once that's done, we've got to combine the two into a standalone, just-works single package... fun! :)

vade's picture
Re: Render in Image with Depth

I dont mind using the skank API (I've toyed with it a bit), I was just curious to look at the code, that was all :)

cybero's picture
Re: Render in Image with Depth

I've been able to get the R I I in Depth to work really nicely although it is pretty easy to get it to topple the comp or indeed the app :-) - topically related question - is the OpenCL circle ready for primetime [I like the way one can break it down into rudimentary polygons by lowering the distance value + the structure will successfully feed into cube and point structure patches] - oh and thanks for the caveats.

1.4 is a really welcome release.

Particle Tools update by any chance ?

gtoledo3's picture
Re: Render in Image with Depth

Remember that there's also the depth channel available in the read pixels, which is just about as good as this one for all intents and purposes... though the Render In Image with Depth is probably theoretically better, it is still limited by being decimated to 8 bit. So, I think that the reason why Render In Image with Depth is considered a no-go/unfinished, is because you really need higher precision depth images to do anything that people "want" to do with depth image (like use it w/ GLSL to make high quality shadow). As is, QC doesn't give any real options to "do that".

I think the OpenCL circle compositions is less about the OpenCL feeding it, than to show that feeding structure from an OpenCL kernel to a structure render can now be done (at least that's the way I'm taking it). In my testing, using OpenCL to generate structure for GL Tools patches is working ok... that's how I did these two tests. In my opinion, that usage technique is ready for primetime. I've tested some pretty insane structures (that drove QC to less than .5 fps), and nothing ever crashed, just got ultra slow. Performance is good, in general, though.

Steve has said on forum not to expect updates to the old Vee based particle tools for SL due to 32 bit dependencies in the orig source code... it would be cool to see some new particle/physics stuff for SL era though.

cybero's picture
Re: Render in Image with Depth

Quite so about the OpenCL structure to GL Tools Structures being a star quality .

Yeah, I'd forgotten about the prior comments from Steve about the Vee based particle patches 32 bit dependencies.

Open CL to be the particle party in the future.

Love that Beatles visualization.

cwright's picture
Re: Render in Image with Depth

yep, understood (hope I didn't come off standoffish ;) -- right now we're trying to get a working (in 10.5 and 10.6 simultaneously) setup; once I get that up and running, feel free to PM me or something, and I'll drop some source. (or I'll just fling it your way if I remember -- busy coming week or so, so it might take a bit :/)

cybero's picture
Re: Render in Image with Depth

Just been testing out a new image render to vertex mesh render setup using the Render in Image with Depth patch. At least trying to. Quite literally when touching upon the vertex displacement patch the comp crashes

whilst the plain Render in Image to Vertex Displacement version works just fine.

Both Render in Image patches contain a Trackball , then a GLSL macro containing two GL Point patches within a Structure Render patch wrapped in a Polygon Mode patch.

I have found that doing an RII with depth without an RII on the same Editor stage is also stable.

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gtoledo3's picture
Re: Render in Image with Depth

You might want to do a test where you use an interpolate and a sprite to see if the render in image with depth actually works. I seem to recall that in Snow Leopard it renders the initial frame and then freezes.

When you move that patch on the Editor, it probably jars the Render in Image with Depth into evaluating one more time and everything then freaks_out. I wonder if you moved other patches on the editor if the same thing would happen.

psonice's picture
Re: Render in Image with Depth

RII with depth works fine on snow leopard - I'm using it now :) It continuously renders some spinning cubes for me.

gtoledo3's picture
Re: Render in Image with Depth

Nice... hadn't tried it in awhile. Yeah, definitely working (except for what happens if you put pixel w/h at 0).

cybero's picture
Re: Render in Image with Depth

Yeah RII with Depth works fine a lot of the time, but then again it won't even properly render an otherwise perfectly good OpenCL image making routine, even though it will take it as an input , render it to a billboard or sprite inside and then output elsewhere. Plus I do get some odd results from the patch. It definitely works very well with some constructs and doesn't even begin to stretch to supporting other constructs. I think, BTW, that you are right gtoledo, that its the split second frame [s] a1 and a2 as it were that are provoking that vertex patch related error / crash :-).

Just lately I've been experimenting with putting this currently working construct through a CI filter prior to final render and I'm probably completely missing the point, but doing that just gets me the black and white screens and nothing else, remove the CI and bingo, all else renders, also put a non RR in Depth through to the CI and bingo, it works as it ought to.

Deffo the RII in Depth that is spoiling in a fashion from time to time.

Really interesting patch though.

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