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.
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?)
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
Joined: 23 Nov 2005, 06:16 Location: Dunedin, New Zealand
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.
It differs because you can't precompute highlights for every viewing position + angle. Lightmaps also don't play nice with terrain deformation.
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Do the specular highlights change as the camera moves?
Yes, that's kind of the definition of specular lighting.
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Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable
all in good time
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(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.
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
4096
2048
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)
@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.
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.
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