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by ivand
26 May 2019, 11:08
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

Do you have deferred shading enabled ? AdvMap/AdvModel shading ? Are you seeing normal map if you use test widget I suggested https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/dbg_deferred_test.lua ? Please follow the check-up steps I described here: https://springrts.com/phpbb/viewtopic...
by ivand
21 May 2019, 17:02
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

As promised before, here are some pics. I changed widget such that only bottom part of the screen is SSAO enabled (another words you should compare top part of the screen to the bottom one). https://springrts.com/phpbb/download/file.php?id=10756 https://springrts.com/phpbb/download/file.php?id=10755...
by ivand
21 May 2019, 07:31
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

This is easy to explain. Looking at your CUS materials I can see, that deferred definitions are missing in https://github.com/EvolutionRTS/Evolution-RTS/blob/master/ModelMaterials/1_normalmapping.lua , which is responsible for rendering units with normal maps. CUS is structured such, that if you don...
by ivand
15 May 2019, 19:19
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

I'll also post some pics here when I'm back from vacation.
by ivand
12 May 2019, 19:11
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

There were several screenshots posted in the BAR discord channel. Unsure if you have an invitation to be there, alternatively you might want to have a look yourself. It usually takes around 5 minutes to set up a widget.
by ivand
10 May 2019, 09:30
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

Makes sense. I never tested on Onyx. Thanks again.

Perhaps the normal maps from DNTS are such that they make already dark maps, look even darker. Maybe I can add additional checks in the SSAO pass so dark areas are not getting even darker or limit the SSAO to models only.
by ivand
10 May 2019, 07:48
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

Hi. Thanks for reporting. I'll be on vacation for several days. In the meantime can you do me a favor: 1) Can you tell if other deferred widgets like lights, bloom work for you? 2) Did you change anything in my source code? 3) Can you make screenshots on some brighter map and upload them as attachme...
by ivand
09 May 2019, 02:32
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Re: Screen Space Ambient Occlusion (SSAO) widget

There are a number of configuration parameters that affect the performance and quality to some degree. The default settings are tunned for quality (although artistic appearance might need some adjustments). Generally it is certainly not free. Last time I checked the impact was around 10 out of 130 F...
by ivand
28 Apr 2019, 13:09
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 905

Screen Space Ambient Occlusion (SSAO) widget

Hi. I've decided to make a public release of SSAO widget. If you don't know what SSAO is, please refer to https://en.wikipedia.org/wiki/Screen_space_ambient_occlusion You can also notice how it works on this side-to-side pic: https://springrts.com/phpbb/download/file.php?mode=view&id=10730 The main ...
by ivand
17 Mar 2019, 10:55
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Yeah I kinda guessed the meaning. What I really wanted to know was why do that in the first place?

Shadow mapping will be done for units and features anyway so it is not about performance.

Are standard spring shadows not good enough? Are some nuances of visuals not covered by standard shadows?
by ivand
16 Mar 2019, 05:09
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

I'm not sure I know what the baked shadow in spring map context is.
Can someone enlighten me?

@PicassoCT does my code work?
by ivand
15 Mar 2019, 05:14
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Hi! Thanks for the interest! If your request is about the sun color, then this https://github.com/lhog/spring-models-pbr/commit/0fa47ba724bbc86756d84ee8bbe16dff9b31f58f should do the trick. NB: I haven't tested this yet, if it doesn't work, please report back. NB2: PBR doesn't operate with "ambient"...
by ivand
10 Mar 2019, 17:51
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

If one where to do a whole rts with this- would you recommend a atlas- or having all materials as texture per unit baed into those textures? If you talk about models PBR, It's hard to argue against atlases as they reduce memory footprint and don't need to be swapped as rendering loop goes from one ...
by ivand
22 Feb 2019, 03:28
Forum: Mac OS X
Topic: Diary of an insane man
Replies: 22
Views: 1866

Re: Diary of an insane man

Unless you want to develop on the develop branch, it's likely not useful for your purposes.
Only the "maintenance" branch can be used to play the current generation of games (ZK, BA, FA, you name it).
by ivand
08 Feb 2019, 01:03
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Small update from my side on terrain PBR. The project is not dead (yet), despite I haven't been able to find volunteers for testing the concept. Last couple of week or I so I spent on making the soft shadows. While the current shadows are a bit better than standard spring shadows, because of the amo...
by ivand
27 Jan 2019, 12:51
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Thanks @MaDDoX. Glad to hear, my work resonates. Yeah as far as number of materials, the only limitations are: ALU (**) and bandwidth performance. I have GTX 1070, so my card does loops and texture fetches in the amounts, the shader requires, easily. But it can put some strain on less performant GPU...
by ivand
24 Jan 2019, 01:32
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Time to bump topic a bit since I'm still (unsuccessfully) looking for a volunteer artist to test terrain PBR in action. To illustrate "why PBR?" and ignite some interest, I'm attaching the next screenshots, where height based materials blending is more evident than on screenshots I attached before. ...
by ivand
23 Jan 2019, 14:55
Forum: Art & Modelling
Topic: Making game content for spring with Blender
Replies: 10
Views: 1121

Re: Making game content for spring with Blender

I'm not qualified to talk about #1 and #3, but as far as texturing is concerned you should absolutely be able to do texturing in any software that supports it. Texture2 is rather simple concept: G channel specifies reflectivity. If you use modern PBR texturing pipeline, this will be equivalent of me...
by ivand
10 Jan 2019, 07:20
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

At this moment I'm working on materials blending. The industry standard for this is more or less what's called height based blending. It's the blending mode, where two or more materials are mixed not only according to their distribution weight (which alone would give a very flat featureless picture)...
by ivand
07 Jan 2019, 12:38
Forum: Engine
Topic: Physically Based Rendering
Replies: 56
Views: 5736

Re: Physically Based Rendering

Added Ambient Occlusion, NdotL shadows and Shadow Mapping. Also enabled materials' normal mapping just to showcase how they look. https://springrts.com/phpbb/download/file.php?mode=view&id=10600&sid=95c133e4c29e693ab421612de031e3be Wanted to point out that the current branch of Map PBR code lives he...

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