Search

Search found 134 matches

by ivand
13 Nov 2019, 19:26
Forum: Help & Bugs
Topic: Tutorial and 104+
Replies: 3
Views: 91

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: 353

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: 58
Views: 7560

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: 58
Views: 7560

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
Replies: 78
Views: 11413

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
Replies: 78
Views: 11413

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: 298

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: 881

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: 1420

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: 1420

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: 1420

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: 1420

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: 1420

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: 1420

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: 1420

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: 1420

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: 1420

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: 58
Views: 7560

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: 58
Views: 7560

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: 58
Views: 7560

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"...

Go to advanced search