Deferred Pipeline w/ Physically Based Shading

Interesting. At this point I would try and see which shader is responsible for it, and debug line by line which variable is introducing the abberation.

It will be also interesting to see, once I finish the new shader pipeline, whether that will affect anything, in case there are differences in how GLSL shaders are interpreted between the two versions.

Its difficult to debug this because there are so many interdepencies, so if you comment out a singleline then the program stops at another point. I don’t think its in the plugins because if all are disabled the problem stays the same. I will then wait until the new shader pipeline is finished, because this is over my head.

The way I would debug it is by first identifying the shader / pass that is introducing the error, and then writing the value of certain variables to the fragment output. Once you’ve identified a variable that looks suspicious (compared to the output using a correct GPU), you can trace it back further to find out which precise calculation is introducing the error.

If you really can’t manage to figure it out, and you can afford to miss your GPU for a couple of weeks, I would offer that you send me your GPU by mail (I think we live in the same country), and I can try to debug it on my machine, and I’ll send it back once I’ve figured out what’s going wrong.

That’s a very kind offer. I can miss the 2080 for a couple of weeks, so I can send it to you by mail if you PM the address…

I’ve installed the RTX 2080 Super and I can confirm that I get the terrible flickering artifacts that you have reported. I will be looking more into this as I find time.

Actually, it appears that the only issue I can reproduce on my computer is the one with the flickering when moving the mouse around. It appears that this issue had already been discovered here, which I regrettably had not noticed before. I have pushed the fix for this to the RenderPipeline master branch, and the issue is gone now.

I’m not seeing any issues with an overlayed transparent square, nor with overly bright color correction. @firefly Can you see if you are still getting these issues with the latest RenderPipeline master branch? If so, we will need to find out what is different about our setups.

I also investigated the PointLight error message. This is a minor issue with one of the test models used in that pipeline sample. It is a harmless error and can be ignored.

The issue is solved now with this latest version of the RenderPipeline master branch. The transparant square is now gone as well as the flickering artefacts. Thank you very much. You can keep the RTX2080 GPU, consider it a contribution to the Panda3d developments.

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That’s very generous of you, thank you very much! Do let me know if you ever need more help with this type of issue.

I can now implement mesh shader support in Panda3D…

… Okay, I’ve got it installed (either via getting the repo, or via @Yonnji 's wheel), but attempting to package the app via python setup.py build_apps keeps failing with

Building runtime for platform: manylinux1_x86_64
There are some missing modules: ['StringIO', '__builtin__', '_winapi', 'cStringIO', 'cyaml', 'dumper', 'error', 'events', 'loader', 'nodes', 'rpcore.native.GPUCommand', 'rpcore.native.GPUCommandList', 'rpcore.native.IESDataset', 'rpcore.native.InternalLightManager', 'rpcore.native.PointLight', 'rpcore.native.ShadowManager', 'rpcore.native.SpotLight', 'rpcore.native.TagStateManager', 'tokens', 'yaml_py2.SafeLoader', 'yaml_py2.YAMLError', 'yaml_py2.load', 'yaml_py3.SafeLoader', 'yaml_py3.YAMLError', 'yaml_py3.load', 'zipimport']

… any thoughts?

Have you added mention of the dependencies to your requirements.txt?

You may be able to ignore most of those, which are probably imported conditionally.

how to export the blender file in bam ? like this: Scene.blend

I try to export your file in bam format while keeping the materials but I lose the material rendering
i use blend2bam


i have same problem with gltf option

i can not use the plugin Panda3D-Bam-Exporter because it seems not to work on version 2.91


i must use this tool and downgrade blender to 2.8 ?

I believe you’d actually have to downgrade blender to 2.7 (or so), since I think the exporter is from before 2.8, even.

That said, the inability to export bones/animations might be more problematic if you have any characters.

Any idea how SSR was done in sample 7? I’ve been fighting with it for months now to get it to work. Can anyone help? Thanks.