How gl.pass applied to single object and how it works in VR (gl3) ??
Nov 23 2022 | 5:04 pm
Firstly, I was so appreciated that I found Robert post the gl3 version of VR kit. I put the link below for anyone want to have fun. https://cycling74.com/forums/graham-wakefield-vr-package-works-for-oculus-quest-2#reply-618abe4e1cee6665d884e72b
So I made a VR patch which contains some cubes (created with gl.multiple)and a point Floor . Then I tried to applied the Bloom-hq FX only on the cubes. In normal condition (not in VR）I used to apply the gl.pass fx on single object by giving different gl.node name, then i use a jit.gl.pix to combine the textures together. Like the following patch. I'm not sure if it is correct way .
When it comes to the VR package. I found that I cannot do it anymore. There are things different. 1. I have to use gl.pass to output texture to the p_capture_ scene. Otherwise I can't see any FX through my VR OCULUS QUEST 2 ,even the gl.videoplane shows the FX exists. 2.The patch below shows how a bloom-hq fx is applied to all object. But, it's still far from adding FX to cubes only.
3. I tried to capture the cubes and Points seperately and use gl.pix to blend them together, but the VR tracking will be lost and has some view error. (The VR patch is below)
So I'm really curious to know how FX could be applied to single object correctly and how things work in VR environment。
Thanks for any help i could get!
I'm using max 8.5.1 and glcore with Oculus quest 2.