I am creating particle effect to simulate the street lamp. It looks good and smoothly on the ios and pc but there is some ring like the ripples on the android platform. Is there any thing I can do to fix it? Please check the screen shot for the detail.
Looks like you are using Unity. Please check image compression and displaying parameters for your build, looks like this is an issue with number of colors in result render(16 bit on android and 24/32 bit on iOS/PC).
Related
I am trying to experiment with ARCore and Unity using Vuforia and I have some trouble with object not being lit up. The whole object is dark and I tried a few different lighting settings too.
Can you help?
Here are some screenshots:
Phone:
Unity:
UPDATE:
So I tried it with a different object downloaded from the asset store (a tree) and if works flawlessly with that. So the problem must be with the knight... but what is it?
You have to add a directional light GameObject to the scene (but I guess it works with any light object).
Right Click > Light > Directional Light
Here is my light object configuration:
Directional Light Configuration
It works flawlessly. Hope it works for you.
Let me know if this solved the problem.
Check material of the game object. If it’s Standard then change it to Lit Image or transparent or transparent cutout whatever you texture type.
Make sure the directional light is directed correctly towards the object
Just realized how old this is, but the answer was to turn up the Lightmap Encoding in the Player Settings when building the app. File>Build Settings>Player Settings>Player. Mine defaulted to Low, and I switched it to Normal.
You may also need to update the default quality level to at least Medium.
I am to start working on an Android Custom Camera App. I just want to know is there any way to add the following features to my app:
Beauty Level
Red Eye Removal
Acne Removal
I just want to know that if it is possible, can someone suggest or give me any idea how can code it into my app.
Though I am familiar with Android Camera API functions, and worked on several simple custom camera apps.
Thanks in advance
For beginning, you can use FaceDetector to detect faces in the picture.For example , you can remove Red eyes by searching for Red pixels in the picture and try to decrease red level of them.And also , you can use OpenCV for detecting eyes.I found a sample for eye detection in Here
I imported the Vuforia sample for gear vr in unity and replaced the objects with blender objects. Now when in my scene I put the object very close to the camera it works alright. But when I am in the Ar mode or I look form a distance at the object the edges of the objects seem very pixelatex. And move a little bit.(Blink). I have the anti aliassing on the hightes it can be but that didn´t change a thing. The blinking would indicate to me that the depth buffer is confused but since i am new to unity I have no idea what to do about that. I also read about mipmapping, that the resulution of the textures might be false. But I use materials which are colored so I can´t imagine which settings to change. Please help! Any suggestion would be very welcome!
You should set your rendering from the default 50% to 100%. Do you have any screen shots it will help.
How to do it
If you are using Oculus SDK 1.6+, you might want to check the OVRManager and make sure that "Use Recommanded MSAA" is turned off. You can also try adjust the "Min & Max Render Scale".
https://i.stack.imgur.com/yrya1.png
Working on Android Mobile Camera
Want to implement the motion blur effect to the Android mobile camera.
This is implemented in iOS using the filter GPUImageLowPassFilter. I want alternative for this in android.
The best way to do this is to take a screen shot of the control, apply a blur to it, and then show that image over the top of the original control. This is how the yahoo weather app does it and its how google suggest you do things like this.
Render script does bluring fast. I've also got some code, but it's not currently at hand right now.
These might help:
http://blog.neteril.org/blog/2013/08/12/blurring-images-on-android http://docs.xamarin.com/recipes/android/other_ux/drawing/blur_an_image_with_renderscript/
I've also read that there are methods built into Android that do this, but the API isn't public so we cannot use it... which sucks.
I have a small Android app I am building to apply filters/effects on a picture taken from the camera or from the image gallery. So far I have blur, sepia, emboss, b&w, contrast, etc. However, the one I am looking for seems to be hard to find using google. I would like to apply the toy camera effect as well. I see a lot of Android apps doing this, but I can't find the algorithm to implement to Android.
Does anyone know how I can achieve this?
As #You said above the toy camera effect is more than likely a number of adjustments. In my experience you should look into adding a vignette (http://en.wikipedia.org/wiki/Vignetting) and emulating E6/C41 cross processing. Cross-processing can be easily achieved by manipulating the individual RGB channel such as the curves shown here http://www.reynsphoto.com/articles/Post_Processing/html/Digital_cross-processing_C-41_as_E-6.php. Furthermore, you can add a slight yellow tint.
hope this helps