Godot: Extract Depth Map from Compositor Effects (using Texture2DRD)

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  • Опубліковано 20 жов 2024

КОМЕНТАРІ • 7

  • @zarblitz
    @zarblitz 17 днів тому

    Thank you so much for this. The official documentation is currently lacking the usual detail for compositor effects so this is super helpful and helped me fill in some of the gaps in my knowledge.

  • @zellator
    @zellator Місяць тому

    My god, this is perfect! Thank you so much!
    It's EXACTLY what I needed

  • @Polygarden
    @Polygarden 4 місяці тому +2

    Thank you very much! This is an absolutely wonderful tutorial! I wanted to take a look into the rendering device functionality, but it's quite complicated to do so. This provides a really good example. I did similar things with the viewport before. You can actually export images from the viewport. I wonder though, what the "official" way of doing things would be. It all still feels kinda hacky. I wonder if there are any bottlenecks somewhere, like bandwith.

  • @williamgodwinACAB
    @williamgodwinACAB 4 місяці тому +3

    The most interesting part for me is if this texture from RD not sends from GPU to CPU and back. If so, now we have a great pipeline for computing a lot of stuff fully on GPU.
    But is it now workin like that? Is the buffer transfers back to the CPU or can it be used directly on the GPU?

    • @pixezy8962
      @pixezy8962  4 місяці тому +3

      I don't know yet, I have to investigate further.

  • @LurkinBurger
    @LurkinBurger 4 місяці тому +2

    The fkin GOAT 🐐

  • @4B3LN1T3R04D
    @4B3LN1T3R04D 4 місяці тому

    I wonder if this compositior effects can be used for doing some draws on a custom buffer other than color, depth, motion, normal+rough and specular ones. And then, using this feature and the data on that custom buffer do some postpo stuff. Something like that could be awesome.