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Feedback Recorder - Multiframe rendering and accumulation API script example not working pathtracing

Discussion in 'Audio & Video' started by newguy123, Oct 14, 2021.

  1. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    1,234
    Hi guys

    I'm using the manual script example from the bottom of the page here:
    https://docs.unity3d.com/Packages/c...high-definition@12.0/manual/Accumulation.html

    I attached that script to my camera, and then I use the recorder as usual to record image sequence. However, no matter what value I enter for the samples, it still only records 1 pathtraced sample.

    However, in the recorder itself, if I use the accumulation feature available in the recorder itself, then it works fine.

    Which begs gthe question, whats the point of attaching the script to the camera???

    I thought maybe I can use the script and record other types for example, 360, however the script does nothing

    The only accumulation setting that works is the one in the recorder and the sample there actually works. However accumulation is only available for gameview and target camera, not any other types.
     
  2. PavlosM

    PavlosM

    Unity Technologies

    Joined:
    Oct 8, 2019
    Posts:
    30
    Hey! Perhaps the documentation is not very clear. This script is meant to work independently of the recorder, for example for projects that need to create converged images at runtime. If you use the recorder, then you should not use this script at all.

    In all cases, keep in mind that cubemap/360 cameras will not work with accumulation, that's why it is also not exposed in the recorder. If you want to record path-traced cubemap/360 degrees sequences, currently you will have to path-trace each cubemap face independently and then combine them to a singe cubemap (or 360) frame externally.

    I hope this helps!
     
    Last edited: Oct 14, 2021
    newguy123 likes this.
  3. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    1,234
    So even if I modify the recorder's code myself and copy bits over from the various scripts to the 360 scripts, it will still not work?

    Only way currently is to do it like you say with 6 cubemaps and stitch together in an external app?

    That's a bit of an issue because we also want to be able to output 360 video/image sequences for film...
     
  4. PavlosM

    PavlosM

    Unity Technologies

    Joined:
    Oct 8, 2019
    Posts:
    30
    That's correct, it will not work. This limitation is not related only to accumulation/path tracing, but affects all other effects in HDRP that use history buffers (TAA for example). I cannot provide an ETA when this will be fixed, so unfortunately for now you will have to render the cubemap faces independently and then stitch.