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rd-rend2 (old thread)


eezstreet

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  • 3 weeks later...

Messing around with varying the specular and gloss values! The black spheres have maximum gloss and specular - they should be full mirrors but they're not for some reason so I'm debugging that. Going left, the specular is decreasing so you see the specular lobe expand out until it's no longer visible. Going away from the camera, the gloss is increasing, so reflections should become clearer (but cubemaps aren't working :()

shot2015-07-19_00-09-40.png

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Cubemapping in ioquake3 rend2:

 

 

 

vo8w87.jpg

 

 

 

Dedicated a whole wall to the cubemapping. There is also a hint of cubemapping on the floor. It works with the normal/parallax map so it looks nice.

 

And here's the exact same map (shaders, textures, etc) in openjk rend2:

 

 

 

160plig.jpg

 

 

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Found the problem with cubemaps, so I can show what the map should look like :)

 

This shows what kind of effect you get with differing specularity and glossiness.

 

shot2015-07-19_11-10-21.png

 

 

And then a close up from max gloss/reflectance, with glossiness decreasing as you go from left to right.

 

shot2015-07-19_11-10-43.png

 

 

There's a lot to be said about this which I'll try and post later, but for now here's some pretty pictures :P

 

BONUS SCREENSHOT! So the only thing I've changed in this screenshot is the sky shader. I've not recompiled the map

 

shot2015-07-19_11-43-53.png

 

 

And for those curious, all the spheres have shaders that look like this:

 

models/map_objects/rend2/sphere_100_100
{
  {
    map $whiteimage
    rgbGen lightingDiffuse
    specularReflectance 1.0
    gloss 1.0
  }
}
Edited by Xycaleth
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Nice, I'll update the code tomorrow and give it a whirl with my map. Imagine cube mapping on my ep7 trooper armor....only a hint though but damn, that with normal maps...holy shit lol.

 

Also, what do you think could be wrong with rend2 making my map a lot darker and have next to no specular compared to ioq3?

Archangel35757 likes this
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r_overbrightBits and r_mapOverbrightBits are different between Q3/JA, r_intensity can compensate sometimes.

I think ioq3 rend2 has a gamma correction option too, somewhere.

 

Perhaps if it's using sun shadows etc?

DT. likes this
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It could also be something I've changed in the specular code. I've removed the different specular algorithms and am settling on only one. I think r_specularMapping 3 in ioq3 corresponds to the specular mapping used in our rend2.

 

Btw, here's the test map that I used in the screenshot:

https://dl.dropboxusercontent.com/u/874909/jka/rend2_test01.pk3

 

I intend to update this test map and make new test maps as a learning resource.

Archangel35757 likes this
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So this is what I can manage to do for Kyle's saber with my poor programmer art. Left is my re-shadered version and retextured version, right is vanilla shader.

shot2015-07-19_19-54-37.jpg

 

If you're interested in trying it out, here's the latest rend2 DLL:

https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip

 

Make sure to grab latest OpenJK version as well:

http://builds.openjk.org

 

And also here's the test map I'm using (minus the sabers):

https://dl.dropboxusercontent.com/u/874909/jka/rend2_test01.pk3

Edited by Xycaleth
Boothand and Exmirai like this
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Is that new shadow?

The lighting will look better in rend2 because it's calculated on a per pixel basis instead of a per vertex basis as in the default renderer. The point of the screenshot was to show I had fixed a bug where some triangles on Luke's face weren't drawn properly!

 

@@AshuraDX if you could do that I'd very much appreciate it! Thanks :)

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