View topic - Make Your Maps Shiny(er) With SSMF



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PostPosted: 04 Feb 2010, 23:38 
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Oops, that should be fixed now with commit 9d3f1c7c9.


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PostPosted: 06 Feb 2010, 13:25 
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Ok getting there :)
Now it seems to try to tile the specmap wrong, as well as there being splits where there shouldn't be, and the edges of maps seem to become fuzzy.

Also, it doesn't obey 0 specularity on alpha channel 0 (unless I'm mistaken in my interpretation and this is desired behavior.

Image

Image

Image


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PostPosted: 06 Feb 2010, 15:36 
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Quote:
Now it seems to try to tile the specmap wrong, as well as there being splits where there shouldn't be


The stripe on blackalphachannel.jpg is a bug I'm working on now; what are the dimensions of your spectex image? [edit: resolved]

Quote:
and the edges of maps seem to become fuzzy.


That was a bit of intentional laziness on my part, gone in git.

Quote:
Also, it doesn't obey 0 specularity on alpha channel 0 (unless I'm mistaken in my interpretation and this is desired behavior.


You have to set the RGB values to 0 if you want zero specular contribution, not the alpha channel.


Last edited by Kloot on 08 Feb 2010, 20:05, edited 1 time in total.

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PostPosted: 06 Feb 2010, 16:29 
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Currently its 2k*2k for an 8k*8k texture map. Seems to be high enough rez.

Ah, so alpha only defines how "polished" the surface looks, and and the color is the amount of light that gets reflected for each color channel ?(added on the the pixels color values?)

Ill test latest git again, thanks!


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PostPosted: 06 Feb 2010, 18:01 
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neddies map would look great with that, if he evar released it..
Attachment:
buyitnowbeforeheleavestheci.jpg [618.54 KiB]
Downloaded 2 times


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PostPosted: 06 Feb 2010, 19:27 
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PicassoCT wrote:
neddies map would look great with that, if he evar released it..
Attachment:
Image

lmao i love u man


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PostPosted: 06 Feb 2010, 22:11 
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Appropriate use looks great.


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PostPosted: 07 Feb 2010, 04:40 
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Which of the thus far posted screens do you count as appropriate?


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PostPosted: 07 Feb 2010, 05:34 
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Question (since I've been a bit busy with some other things lately): how does this differ from pre-lighting the map? Do the specular highlights change as the camera moves? Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable (to prevent the "crinkly plastic" effect) but I am curious as to how the big-rez maps are working- I'd have thought at one-quarter resolution to diffuse rez, it'd be too blocky to really work well, but the screenshots certainly look promising :-)


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PostPosted: 07 Feb 2010, 05:43 
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Beherith wrote:
Which of the thus far posted screens do you count as appropriate?

Your iceberg map. Although I'd have to see it live to be sure that it looks as good as it appears to, static images have the ability to create false contours.


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PostPosted: 07 Feb 2010, 14:48 
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Kloot, I LOVE you!
Thanks for plugging in the shader, Im going to go nuts with it, since now its finally time to learn GLSL!


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PostPosted: 07 Feb 2010, 22:54 
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Argh wrote:
how does this differ from pre-lighting the map?


It differs because you can't precompute highlights for every viewing position + angle. Lightmaps also don't play nice with terrain deformation.

Quote:
Do the specular highlights change as the camera moves?


Yes, that's kind of the definition of specular lighting.

Quote:
Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable


all in good time ;)

Quote:
(to prevent the "crinkly plastic" effect)


The ubiquitous plastic look mostly comes from the lighting model itself. There exist better, physically-based models, but none that are as cheap to evaluate as good old (Blinn-)Phong.


Beherith wrote:
Now it seems to try to tile the specmap wrong


Fixed locally; I'll commit the patch tomorrow.


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PostPosted: 08 Feb 2010, 11:35 
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So, after a few more rounds of testing:
The tiliing screws up in different ways depending on the size of the speculartex. The spectex says
This
is an
SSMF
test

512
Image

4096
Image

2048
Image

Also, the features get all red.

And there are these odd brown spots on the east slopes of hills (where there are shadows and are pre shaded to be quite dark)


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PostPosted: 08 Feb 2010, 13:46 
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I've pushed the spectex tiling patch upstream; you'll need to update engine and base content.

About those red features, do they render normally if you turn shadows off? If so, can you check your infolog for any shader errors?


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PostPosted: 08 Feb 2010, 14:11 
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Damn, my main systems hdd gave up, it will be a while till I get it up and running again. No data loss though :)


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PostPosted: 08 Feb 2010, 22:10 
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@Kloot: Thanks for answering my questions, this looks like it's going to be pretty damn awesome, will check it out as soon as I'm not buried under some other things.


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PostPosted: 09 Feb 2010, 19:35 
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Woot, now it works with spectexes under 1k in size, for a 2k sized spectex it does this:

THIS IS
AN
SSMF

Image

Also, on a related note, i got the epicness to work:
Image


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PostPosted: 09 Feb 2010, 21:42 
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No luck reproducing that one so far I'm afraid, see http://img94.imageshack.us/img94/8915/ssbv2ssmf.png. There is no tiling with any of the attached three textures (2048x2048, 4096x4096, and 8192x8192 RGBA PNG's respectively). May be a driver bug or texture size limitation (although modern GPU's should handle even 8K textures just fine), but I'm not sure.


Attachments:
SpecTex-8K-RGBA.png [323.17 KiB]
Downloaded 2 times
SpecTex-4K-RGBA.png [117.73 KiB]
Downloaded 2 times
SpecTex-2K-RGBA.png [40.45 KiB]
Downloaded 2 times
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PostPosted: 09 Feb 2010, 22:00 
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Dunno, drivers are garden fresh, gpu isnt all that old (8800gt), ill try more to reproduce it. Nothing in the shader logs either.


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PostPosted: 09 Feb 2010, 22:18 
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Beherith wrote:
Also, on a related note, i got the epicness to work:
http://beherith.eat-peet.net/stuff/screen00002.jpg

What do you mean, "epicness"?


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