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rd-rend2 (old thread)


eezstreet

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Posted

So here's something that needed doing a long time ago. Without the fix, you get some interesting results:

shot2014-02-15_21-21-05.jpg

 

But now it looks normal again :)

shot2014-05-21_00-17-27.jpg

 

It might not look like much, but this took a fair amount of thinking/work to produce the right results :P So now I can tick that off the list of things to do! Next stop, fixing normal maps :)

Posted

The rim lighting, i.e. it gets lighter around the edges of the player model :)

Oh yes, it is muchly pretty.  

JKG Developer

Posted

So here's something that needed doing a long time ago. Without the fix, you get some interesting results:

shot2014-02-15_21-21-05.jpg

 

But now it looks normal again :)

shot2014-05-21_00-17-27.jpg

 

It might not look like much, but this took a fair amount of thinking/work to produce the right results :P So now I can tick that off the list of things to do! Next stop, fixing normal maps :)

 

Hmm... why is the backside of the model so dark in your fixed image?  I think the lit version of the backside of the player (Jan shown) is better... (but yeah, the rim lighting in your later post/pic needs tweaking).

Posted

Hmm... why is the backside of the model so dark in your fixed image? I think the lit version of the backside of the player (Jan shown) is better... (but yeah, the rim lighting in your later post/pic needs tweaking).

It's been a problem since we got rend2 working. For some reason player models aren't lit very well. DT had a look into it and possibly found the cause but I still need to double check and then find a fix.
  • 2 weeks later...
Posted

First attempt at dynamic glow. It doesn't look as in-your-face as the vanilla dynamic glow. Do people prefer the rend2 version or the vanilla version? I would open the images in separate tabs and switch between them to see how much of a difference each version makes.

 

No glow:

shot2014-06-01_13-57-42.jpg

 

VANILLA dynamic glow:

shot2014-06-01_13-40-22.jpg

 

REND2 dynamic glow:

shot2014-06-01_13-40-08.jpg

Boothand likes this
Posted

Could perhaps vanilla one be available as a cvar, so people can have a pic of what they like? eg, r_dynamicglow 0 = no glow, 1 = vanilla, and 2 = rend2

Guest KENNITHH
Posted

looks like the rend2 one lits more of the rocks then the default one, so rend2 for me

 

and the default one kinda messes up the texture imo, with the rend2 you see more detail

Posted

I think just add cvars to tweak some parameters. I liked being able to do that in QtZ for glow + bloom.

Posted

I think just add cvars to tweak some parameters. I liked being able to do that in QtZ for glow + bloom.

This, but I think the defaults should be as close to vanilla looking as possible.

Posted

Vanilla shows off the 'heat' of the lava, while rend2 looks more of a blend between no glow and vanilla. Then again, the base lava texture isn't exactly what I'd call 'hot' looking either.

Posted

It's probably going to depend on the textures, keeping it similar to the vanilla glow just boosting performance would be good enough since most effects like lightsaber blades look good in the vanilla renderer using dynamic glow.

Tempust85 likes this
Posted

I personally hate the vanilla glow. Definitely not smooth. It's a box blur, and the displacement is annoying to tweak to look good =[

It looks especially bad when you look at a light in the distance and move toward it. The way it converges is ugly.

Posted

Maybe it can be played with some to get a happy middle ground between the 2, I thought that though the main reasons for redoing glow was because of the performance hit the vanilla glow has although newer machines probably don't notice it anyway.

Posted

Yes, the newer glow performs much better, but I also think we should take the time to make it look better too, like the rest of the rendering =]

Posted

A few things to report:

 

Firstly, the dynamic glow code is pretty much done now. I'm happy with how it looks, even if it doesn't quite look like vanilla. Here's links to screenshots (instead of inline images, which made it hard to compare):

 

Vanilla no glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-45-47.jpg

Vanilla WITH glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-45-50.jpg

 

Rend2 no glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-46-13.jpg

Rend2 WITH glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-46-20.jpg

 

Secondly, I've tweaked the tangent vector calculations code for Ghoul2 normal mapping to match the (new) MD3 code so hopefully that gets rid of the weird shadows. I'll upload an updated rend2 DLL at some point today if anyone's interested.

Stoiss, Raz0r, Boothand and 1 other like this
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