eezstreet Posted December 14, 2013 Author Posted December 14, 2013 nooo u broek the graficks Mert-K likes this
Szico VII Posted December 14, 2013 Posted December 14, 2013 Hah, loved the changes - would be awesome to see how it looks with an optimised bumpmap instead of auto-generated. Any parallax support?
Xycaleth Posted December 14, 2013 Posted December 14, 2013 Yeah, parallax maps should be supported. I don't know to what extent though. I'm still learning the ins and outs of rend2 as I go along fixing things.
Szico VII Posted December 15, 2013 Posted December 15, 2013 q3map_surfacelight / surfacelight (might not really be used) This is definitely used...although only by q3map2, I dont think it needs to be used for the actual rendering.
Pande Posted December 15, 2013 Posted December 15, 2013 Could we see an example of cubemapping, SSAO (to whatever extent it is working), and maybe the DoF? (I'm ignorant as to progress on any of those things ofc, pardon me if they aren't yet available for viewing)
eezstreet Posted December 15, 2013 Author Posted December 15, 2013 DoF doesn't exist on the renderer. (feel free to correct me if I'm wrong though)
Pande Posted December 15, 2013 Posted December 15, 2013 Woops, you're right, it doesn't. From the readme: - Compatible with most vanilla Quake 3 mods. - HDR Rendering, and support for HDR lightmaps - Tone mapping and auto-exposure. - Cascaded shadow maps. - Multisample anti-aliasing. - Texture upsampling. - Advanced materials support. - Advanced shading and specular methods. - sRGB support. - LATC and BPTC texture compression support. - Screen-space ambient occlusion. So instead of DoF I'm interested in Tone Mapping now Also, as always, the GLSL shaders, you have teased me with the normal mapping, now I want to see specular
Futuza Posted December 16, 2013 Posted December 16, 2013 So instead of DoF I'm interested in Tone Mapping now Also, as always, the GLSL shaders, you have teased me with the normal mapping, now I want to see specular See these people always want more, good graphics are never good enough. They consume, consume consume, eat eat eat. Just kidding pande. Tempust85 likes this
Tempust85 Posted December 16, 2013 Posted December 16, 2013 Heh, I nagged Xycaleth and a few others for normal mapping for a long time. They must be sick of me by now. Normal maps don't work on player models right now, so the new specular may not either. Without the normal mapping, specular won't be that decent anyways.
Tempust85 Posted December 16, 2013 Posted December 16, 2013 So, I've been mucking around in ioquake3's rend2 What's there: - Diffuse maps (duh)- Specular maps with gloss- Normal maps with height- Real shadows- SSAO- HDR- Anti-aliasing x16- Image upsampling 2x size, maximum size 1024x (crashes at 2048x) Textures are quake 3's but with touch ups & have been run through crazybump to generate normal, height & specular maps. Not auto generated by rend2. (ignore shadow on the gun, that's due to the player model's shadow) Why am I posting this here? Because all this is possible once rend2 is finished on OpenJK.
eezstreet Posted December 16, 2013 Author Posted December 16, 2013 The tone-mapping is pretty good but it would be better with maps that supported the feature.
h643 Posted December 16, 2013 Posted December 16, 2013 Anisotropic filtering is not working in that image? When I tested rend2 openjk it didn't work for me either iirc (unless forced)
Tempust85 Posted December 17, 2013 Posted December 17, 2013 I did add tonemapping stuff to the sky shader, but I think I mucked around with it too much for anything to be noticeable. @ Oops, I meant Anti-aliasing. Always get those two names mixed up. Doesn't look like rend2 (ioquake3) has anisotrophic filtering judging by the readme. EDIT: Edited my post above with tone mapping.
Tempust85 Posted December 17, 2013 Posted December 17, 2013 Couldn't resist: Oh yeah, and that head is 900 tris. About 2,000 less than the original TFU. Still comes out good though. Lamented, Circa, Stoiss and 2 others like this
ensiform Posted December 17, 2013 Posted December 17, 2013 Doesn't look like rend2 (ioquake3) has anisotrophic filtering judging by the readme.It does. r_ext_texture_filter_anisotropic its supported by the regular ioq3 renderer too, thats why its not listed as specific to rend2.
Pande Posted December 17, 2013 Posted December 17, 2013 That head looks awesome DT Lamented likes this
Tempust85 Posted December 23, 2013 Posted December 23, 2013 There's a few little issues preventing the same look in OpenJK, but those working on rend2's implementation are working hard and progress is being made.
MoonDog Posted December 23, 2013 Posted December 23, 2013 Everyone loves good head. Lamented, katanamaru, Sithani and 1 other like this
Circa Posted December 24, 2013 Posted December 24, 2013 Everyone loves good head.Not gonna lie, I was waiting for someone to say that. katanamaru and Szico VII like this
MoonDog Posted December 24, 2013 Posted December 24, 2013 Not gonna lie, I was waiting for someone to say that. Dude, me too. I waited forever. Decided it was past due. Lamented and Circa like this
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