dsman Posted February 3, 2018 Share Posted February 3, 2018 If we use MirrorTexture based reflections on any planer surface while using WebVRFreeCamera (And viewing in the VR HMD), reflected image is different for both the eyes. So it looks consistent and random. It can't be perceived to be a reflection. It looks like random artefacts. Because reflection is not matching. I am not able to imagine if the mirror texture should be obtained differently for both the eyes using two camera rig (Currently Babylon seems to be doing that ) or obtained reflection texture should be same for both the eyes. If it does need to be obtained two two camera rig (separate reflectionTexture for both eyes, then maybe the two camera rig has some position issue and position for internal mirrorTexture capture cameras need to be corrected. But mirrorTexture is wrong while checking in VR HMD is what I can tell. @RaananW , Mentioning you because of WebVRFReeCamera. Quote Link to comment Share on other sites More sharing options...
dsman Posted February 3, 2018 Author Share Posted February 3, 2018 Following is the reference image. Red lines show the relative distance offset in reflection textures of both eyes projections. (Green lines are just to show which reflection artefacts correspond to which object) Quote Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2018 Share Posted February 6, 2018 The mirror texture should be computed for each eye as the reflection depend on the point of view. Do you have a simple repro case that I can investigate? Quote Link to comment Share on other sites More sharing options...
dsman Posted February 9, 2018 Author Share Posted February 9, 2018 Actually, I just figured having a refresh rate of anything higher than 1 creates the above effect. So with WebVR one must always use a refresh rate of 1. Also @Deltakosh , we are using mirrorTexture for reflection on planner flat surface. And I think if there was a builtin function to blur out the mirrorTexture that would help a lot for performance improvement. As one could keep the mirrorTexture resolution really low and still avoid jagged edges inside reflection. And since it's used for reflection not actually for real mirror, little blurry reflection is completely fine. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2018 Share Posted February 9, 2018 Oh yeah: you need to ask the mirror to render on every frame to adapt to each eye So good catch Good news: MirrorTexture supports blurring already! http://doc.babylonjs.com/how_to/reflect#blurring-the-reflection dsman 1 Quote Link to comment Share on other sites More sharing options...
1glayfan Posted February 9, 2018 Share Posted February 9, 2018 @dsman which call/api did you use to set the refresh rate to 1 ? Quote Link to comment Share on other sites More sharing options...
dsman Posted February 10, 2018 Author Share Posted February 10, 2018 @1glayfan It is material.reflectionTexture.refreshRate =1; where reflectionTexture is assigned an object of BABYLON.MirrorTexture Quote Link to comment Share on other sites More sharing options...
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