Archangel35757 Posted June 24, 2015 Share Posted June 24, 2015 @@Xycaleth - any chance we can start discussing wrinkle maps implementation in the rend2 Shader? Link to comment
DT. Posted June 25, 2015 Share Posted June 25, 2015 I'd rather a fully functional rend2 before adding other stuff in. There's still issues with ghoul2 models amongst other things. I wouldn't expect it anytime soon. Link to comment
Archangel35757 Posted June 25, 2015 Share Posted June 25, 2015 I'd rather a fully functional rend2 before adding other stuff in. There's still issues with ghoul2 models amongst other things. I wouldn't expect it anytime soon.What are the current list of issues (Ghoul2, etc.)? Link to comment
Xycaleth Posted June 25, 2015 Share Posted June 25, 2015 I'm a long way off adding anything new at the moment. I want to get the performance up to an acceptable level before adding new features. Archangel35757 and DT. like this Link to comment
Archangel35757 Posted June 25, 2015 Share Posted June 25, 2015 I'm a long way off adding anything new at the moment. I want to get the performance up to an acceptable level before adding new features.So do you have any issues list? (Ghoul2 issues, etc.) Perhaps some of the experienced coders could help you knock some of them out (@smiletheory, @@redsaurus, @@eezstreet, @@ensiform)? Link to comment
ensiform Posted June 26, 2015 Share Posted June 26, 2015 I don't think anyone else is experienced in the field besides smiletheory or wants to. Link to comment
Archangel35757 Posted June 30, 2015 Share Posted June 30, 2015 @@Xycaleth -- keep up the great work! I thank you for your dedication. Link to comment
Xycaleth Posted July 18, 2015 Share Posted July 18, 2015 Look how happy Luke looks now! DT., Circa, Stoiss and 7 others like this Link to comment
minilogoguy18 Posted July 18, 2015 Share Posted July 18, 2015 421 FPS lol DT. likes this Link to comment
Xycaleth Posted July 18, 2015 Share Posted July 18, 2015 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 ) Boothand, Circa, Lancelot and 3 others like this Link to comment
Archangel35757 Posted July 19, 2015 Share Posted July 19, 2015 Does… Cube Map = Environment Map ??? Reverse the effects so that the ball closest to camera shows the Max Gloss & Spec (...and thus player and environment reflections). Link to comment
DT. Posted July 19, 2015 Share Posted July 19, 2015 End product of cubemapping will produce map reflections on surfaces with cubemapping enabled in the shader. I would expect we could get this kind of result: Keyten and Arma3Adict like this Link to comment
DT. Posted July 19, 2015 Share Posted July 19, 2015 Cubemapping in ioquake3 rend2: 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: Link to comment
Xycaleth Posted July 19, 2015 Share Posted July 19, 2015 (edited) 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. And then a close up from max gloss/reflectance, with glossiness decreasing as you go from left to right. There's a lot to be said about this which I'll try and post later, but for now here's some pretty pictures BONUS SCREENSHOT! So the only thing I've changed in this screenshot is the sky shader. I've not recompiled the map 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 July 19, 2015 by Xycaleth minilogoguy18, Mark Lubbers, Boothand and 5 others like this Link to comment
AshuraDX Posted July 19, 2015 Share Posted July 19, 2015 I think I love you @@Xycaleth Mandalorian and DT. like this Link to comment
DT. Posted July 19, 2015 Share Posted July 19, 2015 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 Link to comment
Raz0r Posted July 19, 2015 Share Posted July 19, 2015 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 Link to comment
Xycaleth Posted July 19, 2015 Share Posted July 19, 2015 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 Link to comment
Xycaleth Posted July 19, 2015 Share Posted July 19, 2015 (edited) 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. 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 July 19, 2015 by Xycaleth Boothand and Exmirai like this Link to comment
DT. Posted July 19, 2015 Share Posted July 19, 2015 r_mapoverbrightbits needed to be set to 2 to match ioq3. Getting closer, but I think the specular still needs some work: Bek and Scerendo like this Link to comment
Mandalorian Posted July 20, 2015 Share Posted July 20, 2015 This is impressive, most impressive Link to comment
Grab Posted July 20, 2015 Share Posted July 20, 2015 Look how happy Luke looks now!Is that new shadow? Link to comment
DT. Posted July 20, 2015 Share Posted July 20, 2015 Here's a rend2 menu with simple settings: https://www.dropbox.com/s/sd82rud25yrevpe/DT_Rend2_Setup_Menu.zip?dl=0 Link to comment
AshuraDX Posted July 20, 2015 Share Posted July 20, 2015 I'll gladly supply modifed version of my models if want glm models for testing @@Xycalethhow about a oversized DL44 blaster, complete with normals, spec & gloss ? Boothand likes this Link to comment
Xycaleth Posted July 20, 2015 Share Posted July 20, 2015 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 Link to comment
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