[-] Main Bit System = 64
[-] Main Loading panda3d configuration from configuration.prc ..
Known pipe types:
glxGraphicsPipe
(all display modules loaded.)
[-] Main Creating pipeline
[-] MountManager Set base path to '.'
[-] PipelineSettings Loading ini-file from Config/pipeline.ini
Traceback (most recent call last):
File "main.py", line 551, in <module>
app = Main()
File "main.py", line 77, in __init__
self.renderPipeline.loadSettings("Config/pipeline.ini")
File "/home/brendon/Documentos/RenderSystem-master/RenderPipeline/Code/RenderingPipeline.py", line 75, in loadSettings
self.settings.loadFromFile(filename)
File "/home/brendon/Documentos/RenderSystem-master/RenderPipeline/Code/SettingsManager.py", line 108, in loadFromFile
content = handle.readlines()
AttributeError: 'StreamIOWrapper' object has no attribute 'read1'
[-] MountManager Cleaning up ..
the Rendersystem gives
RenderSystem-master$ python main.py Traceback (most recent call last):
File "main.py", line 8, in <module>
from Core.RSCoreModules import TerrainMeshRenderer
ImportError: No module named RSCoreModules
Running lasted version of panda 1.10.xx on Ubuntu 14.04 x64
There hasn’t been an update for a while now in this post, this is mostly due to me having less time than before. I’m currently working on a refactored version of the Pipeline, since I realised I can do much things more efficient, and I have learned a lot from it.
This means, the code you will currently find in the repository is highly experimental and incomplete, and not guaranteed to run. If you want to checkout the old pipeline version, please head over to the master branch (or for even older versions, even the old_master branch).
I will regulary post updates, however probably not in a high frequency, that doesn’t mean this project is abandoned tho.
There was a small incident today about some copyright stuff, which is why I made the render pipeline a private repository for a short time, however this should be resolved now. I also added a MIT License to the pipeline. If you need any other license, just contact me.
Hm, I have the same GPU you have, do you have the newest drivers? However, the “old_master” isn’t supported anymore, so I wouldn’t spend much time getting it to run …
There are no sample scenes for the refactoring branch yet, you could try running the main.py file with the command “python main.py dev”, however you will have to replace the models it loads with some other (dummy) models, since those aren’t included in the repository
There will follow samples when the refactoring processes further, but right now I’m more focused on getting the stuff to run instead of writing samples
If you are using the master branch (I guess you do), you don’t have to run setup.py at all, its only required for the refactoring_branch. I have updated the wiki, thanks for pointing this out!
New! Color Correction system, including many tonemapping operators like Reinhard, Filmic etc.
- New! Time of day system, lets you control the position of the sun and many parameters
New! Editor for the time of day and plugins, can change settings while the pipeline is running
The models are not really good, I didn’t find better ones tho. Also right now, the whole geometry is a flat model, using 3 mio vertices (which makes it slow). Its more a proof of concept …
Its very experimental, but I think the effect is already quite pleasing! I will have to think about how to mark materials to recieve this translucency. Its fairly cheap to compute tho …
Your work is fabulous. It’s just… amazing! Thank you for sharing this.
I have a few questions about the pipeline and it would be great if you could answer them:
Which branch currently usable?
How does your terrain implementation work? Is it using geomipmapping or CDLOD? What about texturing, does it support a single diffuse for the whole terrain with detail textures or is there a splatmap implementation?
Have you considered porting your pipeline to a different engine, such as Urho?
You should use the refactoring_beta branch, which is the default branch. It supports almost all features the master branch supports, but should run much more stable and better.
Features currently missing are: PointLight shadows and GI, which are planned to be implemented soon.
It uses instancing for the rendering, spawning chunks as appropriate, using a QuadTree. See Old TerrainMeshRenderer code. For the texturing, it uses shader texture splatting, inputs are the heightmap and a flowmap, from which materials are determined by a shader (by calculating slope and so on). Google Frostbite 2 texture splatting for a great explanation of this.
In future, it is planned to make this way more configurable.
Not really, I’m quite happy with Panda3D and I’m also getting great support (especially from rdb!), so I don’t see a need. The code is open source tho, so feel free to port it