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BeholdR - Image Effects & HDR in your Scene View (TE WYSIWYG)

Discussion in 'Assets and Asset Store' started by asafsitner, Dec 12, 2013.

  1. asafsitner

    asafsitner

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    I would pay good money for AO that handles distance properly and only appears in the shadows.
    EDIT: And also doesn't cause artifacts with fog. :|
     
  2. asafsitner

    asafsitner

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    I've reached out to the livenda team, but heard nothing back.
    This issue may take some more time to resolve.
     
  3. QuantumTheory

    QuantumTheory

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    Yes, they aren't particularly responsive.
     
  4. Don-Gray

    Don-Gray

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    Yeah, their links are dead too, I'd probably buy it if not for that.
     
  5. nasos_333

    nasos_333

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    I think there is an asset with distance cut off feature, dont recall the name though
     
  6. asafsitner

    asafsitner

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    Livenda's website appears fully functional; did you mean us?

    We're migrating and updating our website due to recent restructuring, therefore it's unavailability.
    You can contact me directly for any inquiries regarding BeholdR.

    I'll have to look into it, then. Thanks for the tip!
     
  7. lazygunn

    lazygunn

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    SSAO Pro has a depth cutoff and i think is the finest SSAO ive seen on dA, i'm not sure it needs competition really but certain other effects could do with some (Esp SSR with candela turning out in a fairly unsuprising way), and maybe some new flavours of processes like SSAO (I can't grab the names off the top of my head but i can look if you want, generally a look at the contents page of the GPU Pro book series can be inspiring, just not good enough with shader things myself!

    Anyway I digress, i cant believe i've only seen this thing right now, seems incredibly useful, i'd be using it on near everything, i'll probably grab it soon
     
  8. cybervaldez

    cybervaldez

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    Hi, interested buyer but I can't seem to find the link for the video overview of Beholdr?
     
  9. QuantumTheory

    QuantumTheory

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    Getting a NullReferenceException with the new versioin that just came out. This occurs when I initially add BeholdR

    NullReferenceException: Object reference not set to an instance of an object
    BeholdRHierarchyIcon.HierarchyGuiCallbak (Int32 instanceId,Rect itemRect) (at Assets/Beholdr/Code/Editor/BeholdRHierarchyIcon.cs:28)
     
  10. asafsitner

    asafsitner

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    Thanks for letting me know, I'll look into it immediately.
     
  11. asafsitner

    asafsitner

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    UPDATE: Managed to reproduce. Restarting the Editor fixed the problem, but I'm making a more permanent solution.
    I apologize for the inconvenience, and will release the hotfix ASAP.
     
  12. asafsitner

    asafsitner

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    It will be take a few days for the update to go live on the Asset Store, but please download the attached file and replace it with the one in your project (relative path: BeholdR/Code/Editor/)
     

    Attached Files:

  13. QuantumTheory

    QuantumTheory

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    Thanks! BeholdR is one of those scripts that I can't work without!
     
  14. nasos_333

    nasos_333

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    Does it work with Unity 5 ?
     
  15. asafsitner

    asafsitner

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    BeholdR does work with Unity 5, with two notes:
    1) There is an obsolete component reference somewhere that Unity 5 should be able to auto-upgrade without worry.
    2) There is a known issue with the SSAO post-process not displaying correctly. We are investigating this issue and will publish a fix as soon as possible.

    An updated package should be available on the Asset Store in the next few days. :)
     
  16. nasos_333

    nasos_333

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    Great, thanks :)
     
  17. Ghosthowl

    Ghosthowl

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    For some reason my BeholdR always reports 'Your version of BeholdR may be outdated! The newest available version is 4.0.1'. My BeholdR indeed says it is 'BeholdR v4.0.0' but I have downloaded the asset store version numerous times (about 5 now) in separate projects and they all give this warning. The asset store version reports 'BeholdR 4.0.1'.

    Is the asset store version wrong or is this some other strange error?
     
  18. asafsitner

    asafsitner

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    Thank you for bringing this to our attention.
    We're very sorry for the inconvenience; apparently the BeholdR package in the asset store was imprinted with an older version.
    However, the Asset Store version is indeed the latest, and you can safely ignore this warning!

    Thank you for purchasing, and again, we're very sorry for your troubles.

    P.S:
    There's a new version of BeholdR coming up with many new and exciting features that we think you'll love, so stay tuned! :)
     
    OnePxl likes this.
  19. Ghosthowl

    Ghosthowl

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    Thanks! Excited to see what is to come.

    It is no problem, I just didn't know if I had the proper version or not, that is all :)

    Also is there anything I or you an do to have BeholdR play nice with building? I build my game a lot (multiplayer purposes) and it becomes quite the pain to have to remove BeholdR completely (I can't build without removing the package completely) and then reimporting it when I need it again. I see it was mentioned in a previous post but I am not sure if anything was done about it. It is the only little annoyance I have with the package.
     
  20. asafsitner

    asafsitner

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    That is certainly a more serious issue.
    I'll publish a hotfix to the Asset Store ASAP.

    EDIT: Package uploaded to the Asset Store, pending review.
     
    Last edited: Apr 2, 2015
  21. asafsitner

    asafsitner

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    Well, it seems the Asset Store was updated and version 4.0.3 is now live.
    The build issue should have been fixed, as well as a few other minor improvements.
     
  22. Olivierlr

    Olivierlr

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    I am trying BeholdR with AmplifyMotion post effect (https://www.assetstore.unity3d.com/en/#!/content/4243) and although the BeholdR component did auto-detected it, it does not reflect it in the scene view.
    Is it supported? if not is it something you could support in the future? Thx
     
  23. asafsitner

    asafsitner

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    Hi Olivier, and thanks for bringing this up!
    While I haven't personally tried AmplifyMotion, BeholdR should have supported it.
    I'll look into it, and hopefully the next version will have this issue fixed.

    Just to make sure, which version of Unity are you using?
     
  24. I am da bawss

    I am da bawss

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    I am quite interested, but I am curious, what does your asset offer that's better than Scene-View FX while it is 2X the price? What outstanding features do you think warrant your price tag?
     
    Last edited: Jun 10, 2015
  25. asafsitner

    asafsitner

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    First of all, BeholdR (formerly known as TE WYSIWYG) was already priced at $20 when SceneViewFX debuted.

    Besides that, BeholdR takes a different approach, and is really meant to be more than just visualizing Image Effects in the Scene View.
    We don't aim to replace the Scene View with a custom one, and this workflow opens up new opportunities for extra tools.
    For example, in version 5 we introduced the option to save and load Image Effect presets, and conveniently reorder the Image Effects components on the camera.

    Ultimately, however, you'll be the judge of whether or not BeholdR justifies it's price.
    We'll be happy to hear your verdict. :)
     
  26. twobob

    twobob

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    Code (csharp):
    1. Exception: Expected root element to be <cross-domain-policy>. found html instead
    2. MonoForks.System.Windows.Browser.Net.FlashCrossDomainPolicy+Handler.OnStartElement (System.String name, IAttrList attrs)
    3. MonoForks.Mono.Xml.MiniParser.Parse (IReader reader, IHandler handler)
    4. MonoForks.System.Windows.Browser.Net.FlashCrossDomainPolicy.FromStream (System.IO.Stream originalStream)
    5. MonoForks.System.Windows.Browser.Net.CrossDomainPolicyManager.BuildFlashPolicy (Boolean statuscodeOK, MonoForks.System.Uri uri, System.IO.Stream responsestream, System.Collections.Generic.Dictionary`2 responseheaders)
    6. UnityEngine.WWW:get_isDone()
    7. Beholder.Editor.BeholdRInspector:DrawVersionSection() (at Assets/BeholdR/Code/Editor/BeholdRInspector.cs:252)
    8. Beholder.Editor.BeholdRInspector:OnInspectorGUI() (at Assets/BeholdR/Code/Editor/BeholdRInspector.cs:148)
    9. UnityEditor.DockArea:OnGUI()
    10.  
    I saw no mention on the docs about requiring a connection back to "xyz.com" to do version checking

    EDIT:
    v3.1.0
    Added web-based version check and notification

    Okay, so it was there.. in the changelogs. my bad​

    grump:
    It probably wouldn't irk me so much that all the authors are doing this now, without asking, if - in general - they did a better job of it - this is the 3rd time recently a poorly tested "Phone home" component has made me go code diving.

    So, I will be adding a "CHECK LATEST VERSION?" checkbox and OPTIONALLY updating that value as and when.
    If you are going to make a connection out of my box back to some xyz.com server - ASK - not everyone has simple internet usage policies, plus it's just polite.

    Might I suggest you shove a relevantly-authored cross-domain policy document on the root (or relative sub) of your server to preclude such errors in webplayer build configs.

    Thanks for listening.
     
    Last edited: Jun 5, 2015
  27. asafsitner

    asafsitner

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    It's the first time I see this error pops out for anyone.
    In fact, I'm having a hard time reproducing it.

    That being said, making the version check optional is something we should definitely implement, as well as mention it more prominently in the manual.
    A crossdomain.xml file should be in place now, so please tell me if this issue persists.

    Thanks for bringing it to our attention, and greater thanks for purchasing and using BeholdR! :)
     
  28. clownshoe

    clownshoe

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    Hello, is WeavR still being worked on, and if so, is it going to be released soon?
     
  29. twobob

    twobob

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    ^same question
     
  30. asafsitner

    asafsitner

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    Currently WeavR has turned into a more specialised in-house tool, and we're still discussing if we should release it to the general public.
     
  31. Async0x42

    Async0x42

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    Hey there, on compiling to a build I'm getting the following error:

    Code (CSharp):
    1. Can't add component to object that is being destroyed.
    2. UnityEngine.GameObject:AddComponent(Type)
    3. Beholder.BeholdR:ReorderActualEffects() (at Assets/BeholdR/Code/BeholdR.cs:368)
    4. Beholder.BeholdR:UpdateBeholdR() (at Assets/BeholdR/Code/BeholdR.cs:193)
    5. Beholder.BeholdR:OnDestroy() (at Assets/BeholdR/Code/BeholdR.cs:152)
    6. UnityEditor.HostView:OnGUI()
    Code (CSharp):
    1. NullReferenceException
    2. Beholder.BeholdR.ReorderActualEffects () (at Assets/BeholdR/Code/BeholdR.cs:369)
    3. Beholder.BeholdR.UpdateBeholdR () (at Assets/BeholdR/Code/BeholdR.cs:193)
    4. Beholder.BeholdR.OnDestroy () (at Assets/BeholdR/Code/BeholdR.cs:152)
    5. UnityEditor.HostView:OnGUI()
    6.  
    I didn't have a problem before, but since Unity 5.0 I've updated it and a number of assets, so I'm not sure where the issue started (To be honest, I'm not sure if I even tried to compile after purchasing BeholdR on 5.0, so maybe it existed before)
     

    Attached Files:

    Last edited: Jun 25, 2015
  32. asafsitner

    asafsitner

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    Hi, thank you for reporting this issue.
    I'll look into it and release a fix ASAP!
     
  33. Async0x42

    Async0x42

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    Great, thanks!
     
  34. Async0x42

    Async0x42

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    Another issue, but I'm not sure if it's related to BeholdR or PixelPerfect, but when BeholdR and PixelPerfect is attached to the main camera, my entire scene becomes unpannable, holding the middle mouse button down to pan ends up hiding objects from the Scene View, or displaying them again depending which way I'm trying to pan. (Kind of like changing all their sorting layers, but those aren't actually modified)

    No errors or warnings are displayed, but anytime I combine BeholdR and Pixel Perfect Camera, it breaks, any idea?
     
  35. mcmorry

    mcmorry

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    I tested beholdr some months ago, and I discovered that when I hit play, the scene is not doing anymore the effects preview. My world is completely generated at runtime so, as it was, beholdr was useless.
    Is it still like this? If not, is it possible to enable it also while in play mode?
    Thanks
     
  36. Virtual-Mirror

    Virtual-Mirror

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    Hello and thank you for using BeholdR. :)

    In order to save performance, BehioldR turns off by default when entering Play Mode.
    However, this behaviour can be controlled via BeholdR itself - under the Post Effects section in the BeholdR Inspector, toggle off 'Auto Disable in Play'.

    See below:
     
  37. mcmorry

    mcmorry

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    My bad I didn't see it before!
    I'll install it again :)
    Thank you.
     
  38. daisySa

    daisySa

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    Beholdr won't compile after upgrading to OS X El Capitan (10.11). I'm using Unity 5.2.1f1 (was working fine on Yosemite).

    Can you reproduce this, or is it just me?
     
  39. 4lk4tr43

    4lk4tr43

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    MissingMethodeException: The best match for method DotViewTool has some invalid parameter.

    Any ideas how to fix that?

    Win10
    Unity 5.2.02f
     
  40. QuantumTheory

    QuantumTheory

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    Hello Again,

    It's a 0day issue, but the new Cinematic Post Effects in 5.3 don't play nice with BeholdR. The new Tonemapping Color Grading post effect made by Unity looks like it already runs in the sceneview, so I wonder if BeholdR is doubling the effect.

    Also, Unity's Depth of Field effect works improperly in the sceneview with BeholdR enabled.

    Thanks for this awesome script.
     
    twobob likes this.
  41. Virtual-Mirror

    Virtual-Mirror

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    We are deeply sorry for not replying earlier. For some reason we have not received notifications about these posts.
    We are looking into these matters and we'll be back with resolutions as soon as possible!
     
  42. Virtual-Mirror

    Virtual-Mirror

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    Quick update: It seems as if BeholdR does indeed double the Tonemapping effect.
    I'll fix this issue, take a look into the DOF, and check if there are any other problematic components.
     
  43. Virtual-Mirror

    Virtual-Mirror

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    Are you sure it's a problem with BeholdR?
    I couldn't find any reference to such method in the BeholdR source code.
     
  44. Virtual-Mirror

    Virtual-Mirror

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    I'm sorry, I cannot reproduce this.
    Does the problem still occur after removing BeholdR from the project?
     
  45. daisySa

    daisySa

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    No, the problem was that BeholdR failed during compilation, so deleting it from the project fixed the issue.

    That said, I'm now on Unity 5.3.0f4 and OS X 10.11.1, and I've just imported BeholdR 5.0.0...and it's working fine!
     
  46. Virtual-Mirror

    Virtual-Mirror

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    Great, thanks for letting me know! :)
     
  47. Virtual-Mirror

    Virtual-Mirror

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    From what I'm seeing, there is a difference in behavior when tweaking the 'Focus Plane' parameter while not having 'Focus on Transform' set.
    Still looking into it. I'll keep you updated.
     
  48. Virtual-Mirror

    Virtual-Mirror

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    Update:
    We resolved the problem, and will upload the fixed version soon.
     
  49. Virtual-Mirror

    Virtual-Mirror

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    BeholdR 5.1.0 submitted for review, and should be online in the next few days.
    Thank you all for your patience!
     
  50. Virtual-Mirror

    Virtual-Mirror

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    BeholdR 5.1.0 is now available on the Asset Store!