ExMatics HydrogenC

Results 79 comments of ExMatics HydrogenC

@moudgils Thanks for spending time reviewing. Now I addressed most of the comments, but in order to unroll the sampling loop, I removed sample number as a SRG constant and...

I tested on Vulkan windows (with validation enabled) and it works the same as DX12. Log contains some warnings but no validation errors. Log as following: Log output BackupNameAttachment=" Build(0)...

> ``` > In file included from /data/workspace/o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Include/AtomLyIntegration/CommonFeatures/PostProcess/MotionBlur/MotionBlurComponentConfig.h:11: > In file included from /data/workspace/o3de/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/PostProcess/MotionBlur/MotionBlurSettingsInterface.h:11: > /data/workspace/o3de/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/PostProcess/MotionBlur/MotionBlurConstants.h:18:30: error: unknown type name 'u32' > static constexpr u32 DefaultSampleNumber = 5; > ^...

> gah its now complaining > > ``` > [2025-06-18T22:56:47.129Z] /data/workspace/o3de/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/PostProcess/MotionBlur/MotionBlurConstants.h:18:34: error: no type named 'u32' in namespace 'AZ' > [2025-06-18T22:56:47.129Z] static constexpr AZ::u32 DefaultSampleNumber = 5; > ``` >...

Hi devs. Is this feature still planned for the near future?

Now most of the rendering and post-fx (e.g. SSAO, SSR, DoF) looks to be working fine, except for the SelectionOutline shader which I cannot push since it is LFS. However,...

I believe this PR is ready for review now. I tested three scenes (Graphics Features Tour, Materials Features Tour, Particle Features Tour) under three graphics APIs (DX11, DX12 and Vulkan)...

The bunch of fantastic new features brought about in the past 3 month has broken this implementation, especially the shadow map part. Update 10/10: Problem already resolved, it's because of...

> But don't worry about merging and updating to support for new features as I'll do it on my end. We need this feature for higher quality in large worlds....

It seems that the issue is caused by EMotionFX Actors not accepting models with only blendshapes but no skin weights. Having no skin weights causes several assertion failures.