Archangel35757 Posted May 9, 2017 Posted May 9, 2017 Well seeing as we aren't using in-game cinematics (at least for a while or possibly at all), wrinkle maps should be at the bottom of the priority list. Will be great for other mods, though. SomaZ's WIP list is pretty much listed in order, intentional or not. That's fine.
Tempust85 Posted May 9, 2017 Author Posted May 9, 2017 But it's ultimately upto SomaZ, what he tackles first and so on. I'm just happy he's doing this in the first place. Ramikad and minilogoguy18 like this
SomaZ Posted May 10, 2017 Posted May 10, 2017 Updated the list. I have changed the order of entries in WIP to reflect my opinion on priorities.
Archangel35757 Posted May 10, 2017 Posted May 10, 2017 @@SomaZ - fair enough... normal wrinkle maps (Oat's implementation) should go hand-in-hand with the standard normal map stage (...as it's just additive blending with the base normal map based on the current facial expression).
Tempust85 Posted May 10, 2017 Author Posted May 10, 2017 @@SomaZ can you please post it in its own thread? I'll pin it. SomaZ likes this
Tempust85 Posted May 10, 2017 Author Posted May 10, 2017 Maybe we could get uniqueOne to help? He loves cramming rend2 with features.
SomaZ Posted May 11, 2017 Posted May 11, 2017 @@DT85 Had the same idea yesterday evening.About uniqueOne. I doubt he will help much, because he's pretty busy with his own renderer. I also think that his scope for a renderer is different than mine. His renderer tends do go very colorful and vibrant. Ours should go in the direction of photorealism, very detailed in shades not only colors. I might be wrong about his scope. Archangel35757, Ramikad, minilogoguy18 and 1 other like this
Tempust85 Posted May 11, 2017 Author Posted May 11, 2017 Might see if he's interested in sub surface scattering, basically seeing if he can do some of the stretch features on your list. Archangel35757, SomaZ and Ramikad like this
Archangel35757 Posted May 14, 2017 Posted May 14, 2017 Deferred Subsurface Scattering (with code): http://www.derschmale.com/2014/06/02/deferred-subsurface-scattering-using-compute-shaders/
SomaZ Posted May 25, 2017 Posted May 25, 2017 Got a working version of OpenDF2 on Linux. I builded a second computer and didn't want to put a Windows on it. Now I can test performance optimizations on a slower computer. If anyone is interessted in the linux build I could upload it somewhere.
Tempust85 Posted May 25, 2017 Author Posted May 25, 2017 Can you please add using an image as a dlight? I think warzone has support for it.
SomaZ Posted May 26, 2017 Posted May 26, 2017 Simple answer, I don't want to. This also won't be needed when the light editor arrives. Tempust85 likes this
SomaZ Posted May 26, 2017 Posted May 26, 2017 Long answer, I don't want to port it, because this system is not precise enough imo. I will probably build a similar system, but this is a lot of work too. Also I'm not sure right now how well this will work with the new light system. I'll add it to the wishlist. Tempust85 and minilogoguy18 like this
SomaZ Posted June 16, 2017 Posted June 16, 2017 I started to work on a water shader. It's kind of a port of one shader from shadertoy. I'm not sure if I keep it.Still, here is a video:https://www.youtube.com/watch?v=y-Rh-VXN9ww Update: Ramikad, Tempust85 and Maksman like this
minilogoguy18 Posted June 16, 2017 Posted June 16, 2017 Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering?
SomaZ Posted June 16, 2017 Posted June 16, 2017 Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering? Yea, thats a thing for rendering, I also thought about it. As I said in the description of the video, this is a very early wip and I'm not sure if I scrap it completely and write a complete new water shader.
AshuraDX Posted June 16, 2017 Posted June 16, 2017 Yea, thats a thing for rendering, I also thought about it. As I said in the description of the video, this is a very early wip and I'm not sure if I scrap it completely and write a complete new water shader.Could see if you can steal from some minecraft shader mods, take a look at SEUS v11. Droidy365 likes this
Tempust85 Posted June 16, 2017 Author Posted June 16, 2017 There's a bunch of shaders for different things you could steal from unvanquished. I think they have light ents as well if you wanted.
SomaZ Posted July 7, 2017 Posted July 7, 2017 Well, I got a new patch from ioq3 working in our GL2 renderer. I needed to change few more things to make it work, but it does now. This enables cg_shadows 3 to work again. I know this is not really what we want, but: Ramikad, Psyk0Sith, Circa and 3 others like this
Tempust85 Posted October 10, 2017 Author Posted October 10, 2017 Not sure why, but the ceiling is still getting light even though the light fixture should be blocking it from the dlight ent.
SomaZ Posted October 10, 2017 Posted October 10, 2017 Not sure why, but the ceiling is still getting light even though the light fixture should be blocking it from the dlight ent.Maybe because there are no dlight shadows atm?
Tempust85 Posted October 10, 2017 Author Posted October 10, 2017 Shouldn't the light get blocked by the light fixture with or without the dlight shadows? Its like the game thinks the fixture isn't even there in the first place.
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