根据WWDC2017,motionBlurIntensity被添加为SCNCamera的一个属性。我尝试了以下方法,但未能让SceneKit在相机移动时模糊我的场景:
我像这样在每个渲染的帧中运行以下代码:
camNode.position = SCNVector3Make(cx, cy, cz);
camNode.eulerAngles = SCNVector3Make(rotx, roty, rotz);
camNode.camera.wantsDepthOfField = enableDOF;
camNode.camera.wantsHDR = enableHDR;
camNode.camera.zNear = camNearVal;
camNode.camera.zFar = camFarVal;
camNode.camera.focalLength = camFocalLength;
camNode.camera.usesOrthographicProjection = usingOrthoProjection;
if(!usingOrthoProjection)
{
camNode.camera.projectionTransform = SCNMatrix4FromGLKMatrix4(GLKMatrix4MakeWithArray(projection));
}
else
{
// Ortho options
camNode.camera.orthographicScale = orthoScale;
if(cam_projectionDir == 1)
camNode.camera.projectionDirection = SCNCameraProjectionDirectionHorizontal;
else
camNode.camera.projectionDirection = SCNCameraProjectionDirectionVertical;
}
// DOF
camNode.camera.sensorHeight = dof_sensorHeight;
camNode.camera.focusDistance = dof_focusDistance;
camNode.camera.fStop = dof_fStop;
camNode.camera.apertureBladeCount = dof_apertureBladeCount;
camNode.camera.focalBlurSampleCount = dof_focalBlurSampleCount;
// Motion blur
camNode.camera.motionBlurIntensity = motionBlurIntensity;
下面是SCNRenderer将其pointOfView设置为摄像头的位置:
mainRenderer.scene = mainScene;
mainRenderer.pointOfView = camNode;
id<MTLCommandBuffer> myCommandBuffer = [_commandQueue commandBuffer];
[mainRenderer updateAtTime: currentFrame];
[mainRenderer renderWithViewport:CGRectMake(0,0,(CGFloat)_viewWidth, (CGFloat)_viewHeight) commandBuffer:myCommandBuffer passDescriptor:_renderPassDescriptor];
[myCommandBuffer commit];
像Bloom和SSAO这样的HDR效果可以正常工作,但不是运动模糊。我在macOS Mojave上使用Xcode10.1版本。我运行了Badger示例应用程序,该项目中的运动模糊在我的计算机上工作。我是不是漏掉了什么?任何见解都将不胜感激。
发布于 2019-04-28 21:30:14
motionBlurIntensity
属性的默认值为0.0
。它不会产生运动模糊效果。较高的值(接近最大值1.0)会创建更明显的运动模糊效果。启用宽域颜色渲染时,不支持运动模糊。在支持的设备上默认启用宽域渲染;要选择退出,请在应用程序的Info.plist文件中设置SCNDisableWideGamut密钥。
使用我的代码进行测试:
let cameraNode1 = SCNNode()
cameraNode1.camera = SCNCamera()
cameraNode1.camera?.motionBlurIntensity = 3 // MOTION BLUR
scene.rootNode.addChildNode(cameraNode1)
let move = CABasicAnimation(keyPath: "translation")
move.fromValue = NSValue(scnVector3: SCNVector3(x: 7, y: -5, z: 0))
move.toValue = NSValue(scnVector3: SCNVector3(x: 7, y: 5, z: 0))
move.duration = 0.5
move.repeatCount = 20
move.autoreverses = true
move.repeatCount = .infinity
let sphereNode1 = SCNNode()
sphereNode1.geometry = SCNSphere(radius: 2)
sphereNode1.addAnimation(move, forKey: "back and forth")
scene.rootNode.addChildNode(sphereNode1)
效果很好。
https://stackoverflow.com/questions/55226912
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