Light Scan PostProcess

I write a Chinese tutorial about LightScanPostProcess and post all PG here.
1.Sample LightScan


2.Sample LightScan with Irregular scanning front

3.Sample LightScan with texture

4.Circle LightScan with texture

5.Circle LightScan with Irregular scanning front

12 Likes

PostProcess has inspectableCustomProperties, but it looks like not working? I have to write a TransformNode to editor parmeters of pps.

Is this anyhow related to the later fx created in NME by @PatrickRyan or is it your own doing incidentally coming in about the same time?
In any case, it looks quite good and versatile (with all these options right down to texturing :heart_eyes:). GJ and great job doing the chinese tutorial.
What about making an english version for the larger community of users?

1 Like

Sorry,I am not good at English. May be some language barrier,sometimes Chinese
article also make me headache too . I think I can just do some easy read and easy write in English. :sob:

1 Like

Don’t worry. I understand. English is also not my language.

1 Like

This PR will add the missing support:

3 Likes

How can this be compatible with the right-handed coordinate system? The effect is incorrect when I set scene.useRightHandedSystem = true. At the same time, I also need a special effect of the building surface rising. Is it possible to achieve this. Thank you.

light scan post process base on reconstruction of World Space with depth,you can check depth→world space firstly

In the shader, just use the negation operator on this line

//右手坐标系中

float zndc = -(projection[2].z / (1.0 - projection[3].z / zclip));

Yes, float zndc = -(projection[2].z / (1.0 - projection[3].z / zclip)); is look correct.

1 Like

This looks amazing! How could you apply it to specific meshes? I’m having a hard time trying to make it work, thanks!

Hi, I’m glad that you like this postprocess! This is basing on depth, normally it can work for every mesh which depth is correct. Can you explain what the specific meshes are? mesh with skeleton? mesh with morph? Or other type which is needing custom depth prepass?

What he might need is to apply it to only one model, then stack multiple images, and then apply a horizontal animation to those images