Timeline for How to blend two cameras when traveling through a portal in Unity3D
Current License: CC BY-SA 3.0
25 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Apr 17, 2013 at 3:57 | history | bounty ended | CommunityBot | ||
| S Apr 17, 2013 at 3:57 | history | notice removed | CommunityBot | ||
| Apr 15, 2013 at 23:51 | vote | accept | Timothy Williams | ||
| Apr 15, 2013 at 23:49 | answer | added | Timothy Williams | timeline score: 4 | |
| Apr 11, 2013 at 15:09 | answer | added | OriginalDaemon | timeline score: 7 | |
| Apr 11, 2013 at 14:52 | comment | added | Exilyth | Pseudoform is open source and does (placeable) portals, taking a look at pseudoforms code might help: pseudoform.org/index.php?id=media | |
| Apr 11, 2013 at 4:14 | comment | added | Timothy Williams | I think I actually figured out how to get the effect I wanted using a depth mask shader. I just have to do some fine tuning before I'll be sure. If I end up figuring it out for sure I'll post an answer with instructions. | |
| Apr 10, 2013 at 18:38 | comment | added | Timothy Williams | Well this wouldn't work if the two portals were in vision of eachother, as you wouldn't be able to see your character half in one portal and half out the other. But this may work if I never had two portals view eachother. The main problem then becomes accounting for different viewing angles and exactly when and how to teleport the controller. I can try and make a video, though I'm not sure how much it would help. I'll post it later. | |
| Apr 10, 2013 at 17:58 | comment | added | msell | The effect should be seamless when you transform whole controller at once. If it doesn't, then it sounds like something else is wrong as I'm pretty sure others have made this also with a single camera. Recording a video of your own rendering demonstrating the issue could help. | |
| Apr 10, 2013 at 12:36 | comment | added | Timothy Williams | I'm not entirely sure how one FPS controller would work. How would I only transform part of the controller at once? Because if I transformed the whole controller at once the effect wouldn't be seamless. And I already added video, there's not much else I can add to make it any more clear. I know there's a way to blend cameras like I'm wanting, other people have used the exact same technique I'm using | |
| Apr 10, 2013 at 8:05 | comment | added | Laurent Couvidou | As msell said, all your issues probably come from an incorrect portal rendering. No blending should be needed. And as Teifi said, you really need to add this video of your issue. | |
| Apr 10, 2013 at 5:44 | comment | added | msell | What if you used only one camera / FPS controller? When the camera moves through the portal, you can transform it to the new location and orientation. If the portal rendering is correct, the transition should be seamless and no blending needed. | |
| Apr 9, 2013 at 23:13 | comment | added | Timothy Williams | That link doesn't seem to really be what I'm looking for, I posted a picture and a video above with more details. | |
| Apr 9, 2013 at 23:12 | history | edited | Timothy Williams | CC BY-SA 3.0 | added 984 characters in body |
| Apr 9, 2013 at 20:36 | comment | added | Mikolaj Marcisz | forum.unity3d.com/threads/5940-blending-between-cameras This might help you, though without a film of the situation I might not be able to visualise the "Valve" | |
| Apr 9, 2013 at 14:04 | comment | added | Timothy Williams | Sorry, this was an oversight on my side. I'll be adding detailed video of what's happening now and what I want to be happening a little later today. | |
| Apr 9, 2013 at 6:15 | comment | added | Mike Baxter | Could you add a link to an example video of the effect? | |
| Apr 9, 2013 at 5:04 | comment | added | msell | I'm sure many people would like to help you with the problem if they understood what it was. You really need to explain the issue better, perhaps add pictures or even a video visualizing what is wrong. | |
| Apr 9, 2013 at 4:39 | comment | added | S.Richmond | @TimothyWilliams I'm a little confused as to exactly what you're trying to solution: In your post you say you've achieved the process of physically moving a player through one portal and out another. Is this true or incorrect? | |
| S Apr 9, 2013 at 2:19 | history | bounty started | Timothy Williams | ||
| S Apr 9, 2013 at 2:19 | history | notice added | Timothy Williams | Authoritative reference needed | |
| Apr 6, 2013 at 7:48 | history | tweeted | twitter.com/#!/StackGameDev/status/320442773851484160 | ||
| Apr 5, 2013 at 15:13 | comment | added | Timothy Williams | I already have the visual effects down perfectly. What I'm trying to do is figure out how to get the effect of walking through the portal. I already have all the character graphics and such moving smoothly, I just need it to look smooth from a first person perspective. | |
| Apr 5, 2013 at 5:19 | comment | added | msell | Can you elaborate what is the "camera blend effect Valve does"? I've understood that in portal rendering a single camera is enough. In first person games it's attached to the player and is automatically transformed to the new location when going trough the portal together with the player. For rendering the portal effect a transformed copy of the scene is rendered. This can be achieved with a second camera as well, but there shouldn't be any need for blending between these cameras. | |
| Apr 4, 2013 at 18:40 | history | asked | Timothy Williams | CC BY-SA 3.0 |