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Unity HDRP 360 stereoscopic recording AO artifact

Discussion in 'Virtual Production' started by nullgamestudio, Jun 9, 2020.

  1. nullgamestudio

    nullgamestudio

    Joined:
    Nov 6, 2016
    Posts:
    10
    Good morning everyone . I hope to be in the right section. I am recording a stereoscopic video ( top / bottom ) in a 4k * 4k resolution at 30FPS. I noticed a few artifacts on some post processing effects. The most important one is with ambient occlusion because on the recorded frame i noticed these lines that I think represent the cubemap's borders captured.

    I am using FXAA for anti aliasing and if I remove the Ambient Occlusion Volume Effect everything is ok. Am i missing something? Thank you

    I leave the following screenshot for some project settings reference like recorder settings, AO settings and ouput problem.
     

    Attached Files:

  2. cguertin

    cguertin

    Unity Technologies

    Joined:
    Aug 20, 2019
    Posts:
    83
    Hello @volpespakka!

    Like you suspected these artifacts are introduced on the edges of each cubemap side. At the moment, each side of the cubemap gets post-processing effects (ex: AO, vignette) applied individually which causes the artifacts you noticed when they are recombined.

    We don't have an eta for a fix at the moment but this problem is definitely on our team's radar! The only "workaround" available at the moment is to disable the offending Post-process effects before launching the recording (obviously not ideal to preserve the look of your game).
     
    newguy123 likes this.
  3. BobMCleod

    BobMCleod

    Joined:
    Sep 15, 2017
    Posts:
    7
    What package(s) are you using to record stereoscopic video if I may ask?
     
  4. nullgamestudio

    nullgamestudio

    Joined:
    Nov 6, 2016
    Posts:
    10
    I am using the Unity Recorder package, installed from the package manager . It's under the "Unity Registry" section.
     
  5. nullgamestudio

    nullgamestudio

    Joined:
    Nov 6, 2016
    Posts:
    10
    Thank you @cguertin for the explanation, sorry i forgot to answer!