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by ivand
08 Mar 2020, 15:31
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 99
Views: 22502

Re: Random WIP 2018 / 19 / 20

Working on BAR 'scavenger' units look. The goal is to make them look worn out, dirty and crumpled, like if they came back to life straight from the junkyard. https://springrts.com/phpbb/download/file.php?id=10986 On the technical side it's made with the couple of shaders, no manual remodeling or re-...
by ivand
25 Jan 2020, 16:47
Forum: Engine
Topic: Dynamic water - hovers floating
Replies: 5
Views: 683

Re: Dynamic water - hovers floating

Hi!

Looks cool.
I assume dynamic waterlevel is synced and so are all height changes?
by ivand
20 Jan 2020, 20:52
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

As said before you are not too likely to succeed on your own. The current code is to entangled with the rest of BAR. What you can do is indeed put together tex2 in the following way: R(ed) - emissiveness intensity G(reen) - metalness B(lue) - roughness A(alpha) - as usual, the fragment discard test ...
by ivand
20 Jan 2020, 18:56
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

E/R/M are artistic terms. You don't need to do any complicated math. Just put a grayscale intensity into each channel and combine them into RGB texture (tex2).

Also recap of what these terms mean https://youtu.be/PjGCtnEDDeU
by ivand
20 Jan 2020, 15:25
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

Yes, the fallback for missing tex2 is possible. Trees, rocks and wrecks are rendered that way in BAR.

For that one will need to supply some static, empirical per model or per models values for emissiveness, roughness and metalicity.
by ivand
20 Jan 2020, 13:46
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

Whether it is atlas or per-unit texture does not matter. What matters is that every unit to be rendered as PBR has to have at least two textures: tex1 as usual, tex2 composed in a certain way that channels represent emissiveness, metalness and roughness. Normal map is desirable, but not required; in...
by ivand
20 Jan 2020, 07:03
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

Hey Picasso! It's actually my fault to not update this topic as frequently and thoroughly as I probably should (I genuinely thought no one cares about this stuff). The original repository (the one you referenced) of the PBR is practically stale, these days I don't recommend anyone should use it. The...
by ivand
13 Nov 2019, 19:26
Forum: Help & Bugs
Topic: Tutorial and 104+
Replies: 4
Views: 1032

Re: Tutorial and 104+

Try maintenance branch of engines (the numerically latest one is usually the best). The maintenance is supposed to be as widely compatible with the old GPUs as possible. Every sane game nowadays use some version of maintenance as the game engine. If you start something new and you feel brave enough,...
by ivand
24 Oct 2019, 20:29
Forum: Engine
Topic: deprecate .tif support?
Replies: 10
Views: 2339

Re: deprecate .tif support?

Some great maps (Ravaged v2) and assets (some tree types) depend on TIF textures.

Someone need to update the assets first.

If this is started perhaps we could convert all assets to DDS and deprecate other formats when the time comes.
by ivand
30 Sep 2019, 20:17
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

Metalness 1, Roughness 0 https://springrts.com/phpbb/download/file.php?mode=view&id=10903 Metalness 1, Roughness 1 https://springrts.com/phpbb/download/file.php?mode=view&id=10904 One can compare these 4 extrema as depicted on the tank with reference "sphere" implementation https://www.shadertoy.co...
by ivand
30 Sep 2019, 20:16
Forum: Engine
Topic: Physically Based Rendering
Replies: 72
Views: 12768

Re: Physically Based Rendering

After I pronounced my attempts to plant PBR on spring soil dead several months ago, I've actually come across a good way to estimate the environment irradiance from the reflection map. The lack of sane radiance was the bane of my previous PBR implementations, because units looked vastly different on...
by ivand
23 Sep 2019, 12:50
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 99
Views: 22502

Re: Random WIP 2018 / 19

Sure, why not. A care should be taken and investigation should be done on the order of drawing, so we don't draw glass surfaces after or before the certain CEGs or LUPS effects, but other than that I dont immediately see any obstacles.
by ivand
22 Sep 2019, 23:16
Forum: Art & Modelling
Topic: Random WIP 2018 / 19 / 20
Replies: 99
Views: 22502

Re: Random WIP 2018 / 19

Working on to support semi-transparent (glass) pieces of a model. The current shader (far from ideal tho) can produce different looks depending on the tex2 values: "Non-metallic, 70% transparent" https://springrts.com/phpbb/download/file.php?mode=view&id=10895&sid=5bf6fb99c01680ebc3a21c9eb11f3b09 "6...
by ivand
16 Sep 2019, 12:04
Forum: Off Topic Discussion
Topic: Screen space reflection
Replies: 1
Views: 1244

Re: Screen space reflection

Feel free to take transformation math from https://github.com/lhog/spring-ssao/blo ... .frag.glsl
by ivand
20 Aug 2019, 19:43
Forum: Map Releases
Topic: River Of Flame
Replies: 10
Views: 1916

Re: River Of Flame

You can post your widget/gadget and shader code, so it's easier to understand what you are trying to do
by ivand
26 May 2019, 11:08
Forum: Lua Scripts
Topic: Screen Space Ambient Occlusion (SSAO) widget
Replies: 16
Views: 2733

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: 2733

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: 2733

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: 2733

Re: Screen Space Ambient Occlusion (SSAO) widget

I'll also post some pics here when I'm back from vacation.

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