VL.Domemaster + VL.Fuse issue

Hi,

I’m trying to render some particles made with VL.Fuse in VL.Domemaster and I’m having this issue….

You can somehow see the cubemab visible in the dome render

Any help would be greatly appreciated

greets

K

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please share a patch that demonstrates this

Fuse_Domemaster_issue.vl (178.3 KB)

i’m afraid the file you attached doesn’t produce the image for me that you show in the original post. please re-check on your end and share a new demo.

Yeah, but it still reproduces the cubemap visibility problem….

please re-upload the file so that upon opening it, it produces this output.

Fuse_Domemaster_issue.vl (178.1 KB)

hope this one will work for you, works here. Thank you

I remember something similar in beta, I think it was to do with the camera view vector being shifted by the render target and so changing the lighting calculation. Could be this Fisheye Camera Rig - View Dependent Lighting Issue

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am afraid still black output. its missing a dawnsky.jpg though..

Maybe a mismatch in Fuse versions or maybe you’re missing some Domemaster files, here is everything in one package, hopefuly it works…

Domemasteer_Fuse.zip (1.4 MB)

yes, can see the issue now. not really sure though what it is. the issue is not present when rendering primitive entities using defualt pbr techniques. could be something like @catweasel alluded to.

what i notice: if you remove the MatCapUV node, the seams are no longer visible. mabe that gives a clue. also maybe ask in the fuse chat..

Thank you @joreg thats definitely a step forward, going to check at Fuse chat, maybe @texone could help.