xverse-engine / XV3DGS-UEPlugin

A Unreal Engine 5 (UE5) based plugin aiming to provide real-time visulization, management, editing, and scalable hybrid rendering of Guassian Splatting model.
Apache License 2.0
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Colors not showing correctly in Unreal 5.3.2 #17

Open egmontmayer opened 5 months ago

egmontmayer commented 5 months ago

Thanks for sharing this amazing plugin.

I just wanted to report, that I have tried it with Unreal 5.3.2 and i am experiencing some issues with the color shader:

The splats seam to be present but the colors are not rendered.

Steps to reproduce the behavior:

  1. Install the Plugin and activate it
  2. User plugin to import a PLY file.
  3. Drag imported asset into the open level or open the asset in the BluePrint Editor
  4. I can see the splat but it is grey.

I would expect to see the splat rendering in the viewport.

Screenshots image

Desktop

Additional context When opening a splat for the first time in the Blueprint Editor after import, I was able to see the colors for a short moment. (less than a second) before they dissapear.

There is an error in the colose:

LogShaderCompilers: Warning: Failed to compile Material /XV3dGS/M_GS_unlit.M_GS_unlit for platform PCD3D_SM6, Default Material will be used in game. /Engine/Generated/Material.ush:3466:30: warning: implicit truncation of vector type [-Wconversion] PixelMaterialInputs.Opacity = Local12; ^ error: validation errors zzz.dxil:4524:5: error: Opcode Discard not valid in shader model lib_6_6(closesthit). note: at 'call void @dx.op.discard(i32 82, i1 true)' in block '#28' of function '?MaterialCHS@@YAXUFPackedMaterialClosestHitPayload@@UFRayTracingIntersectionAttributes@@@Z'. zzz.dxil:4510:5: error: Opcode Discard not valid in shader model lib_6_6(closesthit). note: at 'call void @dx.op.discard(i32 82, i1 true)' in block '#26' of function '?MaterialCHS@@YAXUFPackedMaterialClosestHitPayload@@UFRayTracingIntersectionAttributes@@@Z'. Validation failed. D3DCompileToDxil failed. Error code: Unspecified err0r (0x80004005). zzz.dxil:4607:5: error: Opcode Discard not valid in shader model lib_6_6(closesthit). note: at 'call void @dx.op.discard(i32 82, i1 true)' in block '#16' of function '?PathTracingMaterialCHS@@YAXUFPackedPathTracingPayload@@UFRayTracingIntersectionAttributes@@@Z'. zzz.dxil:4593:5: error: Opcode Discard not valid in shader model lib_6_6(closesthit). note: at 'call void @dx.op.discard(i32 82, i1 true)' in block '#14' of function '?PathTracingMaterialCHS@@YAXUFPackedPathTracingPayload@@UFRayTracingIntersectionAttributes@@@Z'. LogSlate: Took 0.000193 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)

lpffernando commented 4 months ago

same issue, 5.1

crabo0om commented 4 months ago

I had the same isssue today when triing this stuff the first time. I started a new project and enabled RayTracing. Imported the .ply via XVERSE Plugin und everything looked grey and weirtd. Then i created a new project without raytracing and everything worked.

lxk121lalala commented 4 months ago

I had the same isssue today when triing this stuff the first time. I started a new project and enabled RayTracing. Imported the .ply via XVERSE Plugin und everything looked grey and weirtd. Then i created a new project without raytracing and everything worked.

Thank you for your feedback. We have located the problem and will fix it in the next version

lpffernando commented 4 months ago

I had the same isssue today when triing this stuff the first time. I started a new project and enabled RayTracing. Imported the .ply via XVERSE Plugin und everything looked grey and weirtd. Then i created a new project without raytracing and everything worked.

thanks, it works!

mebalzer commented 3 months ago

I had the same isssue today when triing this stuff the first time. I started a new project and enabled RayTracing. Imported the .ply via XVERSE Plugin und everything looked grey and weirtd. Then i created a new project without raytracing and everything worked.

Thank you for your feedback. We have located the problem and will fix it in the next version

Still see this issue with version 1.1.3 .

pixelpunk-DE commented 2 months ago

31 sounds like the same