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suggestion: "hole in wall" effect

September 15, 2011 - 7:34am #1

Hey guys I am new to the Qualcomm AR and Unity bundle and am having trouble figuring out what I need to do to acheive the "hole in the wall" effect where the 3d geo sits "below" the tracker. I successfully have my geo placed and it's tracking amazing, but when the camera is lowered beside the tracker the objects inside of the "hole" render... I'm attaching a pic to help explain.

The way I solved this issue in flash with papervision was to duplicate the "hole" geo, flip the normals, and give it a color of (0,255,0- green) and to make that color "invisible" to the camera. It effectively occluded the geo behind it and worked like a charm! I have tried using the Image Filters in Unity, Color Correction Ramps to be exact, which has a keying function built in, but it isn't supported (or I haven't been able to get it working). Is there something more simple I'm not thinking of in Unity that allows me to not render through, or is my best bet writing a shader? Thanks for the help!

Re: suggestion: "hole in wall" effect

May 9, 2012 - 9:26am #7
DavidBeard wrote:

Do you mean the native iOS SDK, or iOS Unity Extension?

There should be no difference when implementing this for iOS Unity.

Yes, native iOS, via XCode.

Re: suggestion: "hole in wall" effect

May 9, 2012 - 9:22am #6

Do you mean the native iOS SDK, or iOS Unity Extension?

There should be no difference when implementing this for iOS Unity.

Re: suggestion: "hole in wall" effect

May 9, 2012 - 8:15am #5

Can this also work with iOS directly? I'm trying to get this effect, but I'm not quite sure how to do it.

Re: suggestion: "hole in wall" effect

September 15, 2011 - 9:52am #4

thanks so much~!!!!! What didn't you guys think of? ;)

Re: suggestion: "hole in wall" effect

September 15, 2011 - 8:09am #3

And we happen to provide one :) Look for the DepthMask material in the Qualcomm Augmented Reality/Materials folder.

- Kim

Re: suggestion: "hole in wall" effect

September 15, 2011 - 7:59am #2

You need a mask shader to do that.

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