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by ivand
23 Sep 2019, 12:50
Forum: Art & Modelling
Topic: Random WIP 2018 / 19
Replies: 70
Views: 9240

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: 70
Views: 9240

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: 74

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: 648

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: 1134

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: 1134

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: 1134

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: 1134

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: 1134

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: 1134

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: 1134

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: 1134

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: 1134

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: 6355

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: 6355

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: 6355

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: 6355

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: 30
Views: 2432

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: 6355

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: 6355

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...

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