as you can see in code only direct light used and it have * 9.5 intensity,
and no point light used (which can give some foggy look)
i partially solve this with
But now i have another problem, i want to apply simplePbr setting separately on each model
for example two cube in scene but one have env map,other not,
one have glowing elements (using setBloom), other not. I used SimplePbr pipeline but it’s not actually works, it set settings on both cubes.
Ah, you’re right–I wasn’t looking at the code, for which I apologise!
I’m glad that you’ve found a workaround–although I do wonder why you’re not seeing bloom using just simplepbr…
Did you try that “exposure” setting that I mentioned? Did it have any effect…?
I think that the problem here is that the “bloom” effect is a post-processing effect: it takes place after all of the objects have been rendered, affecting the entire window.
So, I would suggest instead adjusting the objects so that they don’t have the conditions that produce the effects that you don’t want: that an object that doesn’t show the environment map not be reflective, that an object that doesn’t bloom have dimmer lighting applied–or something to that effect. It might take some experimentation.
With regards to bloom specifically, I suspect that it would help a lot to get simplepbr’s “bloom” effect working, without the “CommonFilters” effect…
yes, almost the same but a bit brighter.
Yes i tried separate bloom from one cube with two cameras and it’s more or less work
aside a problems with two camera moving.
I would be happy with any glow effect really, but it seems there is no glow without bloom in Panda3d?
That’s… not quite what I meant, I believe. ^^;
What I’m saying is that things like bloom and environment reflections only show up under certain conditions, I believe. Environment reflections, for one, should be controlled by the properties of the material applied to the object, I would think. Thus, if you change those conditions for one object or another, you should be able to control these effects.
(Bloom via the “CommonFilters” mechanism might be a greater issue, as I don’t know whether it makes use of HDR.
It would likely be more useful to get bloom working in simplepbr and to drop “CommonFilters” for this purpose, as I believe that it does make use of HDR.)
I don’t know offhand whether it produces bloom, but you can try applying an emission map to your object.
(I don’t have an example to hand, but you can try searching the forum for more on this.)
I am aware of that, that is exactly why i’m doing this, trying to do bloom in simplepbr.
I tried your tron example and it’s actually looks fine from one side but from other side it’s transparent (or actually overlapping) because of render2d.
I remember experimenting with post-processing, but I don’t remember the details anymore, direct (not deferred) rendering has a problem, there is no access to intermediate buffers to implement some effects correctly. It looks like you need to create an additional passageway for some bloom effects, and combine it with the simplepbr output.
As for experimenting with tron, as far as I remember, I then used a stencil buffer to remove the influence on the entire scene and I did some things wrong then.
I think before rendering in simplepbr, you need to create several necessary passes yourself using these instructions.
Hmm, you’re right–and looking at the post to which I linked earlier, it says that simplepbr handles HDR, but doesn’t mention bloom, in fact.
So fair enough, and my mistake!
In which case, while it may be more, well, complex, it might be worth looking at complexpbr, which from what I see does support bloom. (A bloom effect is visible in certain screenshots, and the example code includes demonstration of how to set it up.)