New Renderer (OpenGL 3.3)
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Ah I see, but it’s just from the normal shadow rendering. So nothing new here The new technique should only create sharper edges and a larger shadowed area (it’s quite limited right now).
I was referring to the math in the same article, but if you are familiar with all those expressions here is a nice article which goes into more detail: http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf
Regarding the maps: The names are a little bit problematic because often e.g. the name bump map is used for a normal map but there are also the old dot3 bump maps (which are greyscale). So to prevent misunderstandings you always have to make sure what map the author exactly is meaning with the name. Glossiness and roughness map can also be the same because 1-roughness is usually glossiness. But there also is specularity, which can be converted to glossiness etc., which again depends on your lighting formula. So you really have to pay attention.
It makes sense to mix height and normal maps because then you can put all the fine details onto the normal map and the real visible height difference go into the height map. (This is how I do it plus the normal maps are a variation of valve’s ssbump maps so that they have self shadowing baked in using the appropriate height map). I will explain all the maps I use when the wrapper gets released (there might still be changes until then).
Usually I test the specific map and if the benefit is not high enough I don’t use it. But I am open for suggestions, even after the release.
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Edited last post.
It’s more physic than maths. It looks like my CPGE cours (Cours Préparatoire aux Grandes Ecoles to become an engineer via an engineer school not via a master, if I had 1 or 2 years more to learn what I had to learn it should have been better but I can’t redo the past…:( ) but here it’s optic and I like this so it shouldn’t be too hard to read.
I know the difference between bump and nrm, I already noticed that there is some misconception about these terms.
I walked around textures in games DS1 and Nexus TJI and every time alpha channel was used for a specific map and I tried to extract those alpha channel and that was not so difficult to do via Paint.net and its channel mixer.
So we can use every maps for a different task that they were intended to be used. e.g. in DS1 they use the “normal map” to make alter color appearance.I’ve an idea! Mix nrm and height maps in one file and use the alpha channel to mix them, like this it should drastically reduce the files number and also reduce the amount of space used by the wrapper.
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Actually, I already compress the normal maps with ATI2N format and the height maps have ATI1N. So it is the smallest it can get. But you’re right you could use maps for different purpose, as long as the texture compression doesn’t stand in the way.
I see that you have some knowledge about the topic and especially the mathematic background (which is good). Of course it is more physics, but the used tool is mathematics Maybe once it is released you can try to experiment with the shader code of the wrapper to test different lighting models out, if you are into that stuff. There might be even a better looking one than I use now.
Also there are emissive maps: FL uses them, so they are availlable.
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I’ve begun to read the cours about light.
To summary the more homogeneous in refraction a medium is, the less it scatter. Also the more complex light transmission is, the more absorption is. (a+jb : 0+100j = 100 (cos90° + j sin90°) = 100 (cos(pi/2) + j sin(pi/2)) = full absorbtion of a wavlenght?) There is also integrals to do with an interval from 400 to 700 nm I think.
The less rough a surface is, the more it’s reflective and the more rough a surface is, the less it’s reflective and it become as dull as diffuse map.[Edited grammar and translation mistakes]
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We should talk about it via PM, it could be better and it would not flood the topic. If I did not understand something it would be better to do it.
I haven’t finished to read your documents so I should have been wrong with some concepts.
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Yeah, pm is better. I am currently learning for an exam next week so not much time either.
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Ah! Understood! Good luck! The fight will be so long that brains will go on fire!
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Just wanted to say your work is truly incredible… been drooling over all your videos and pictures. Amazing stuff!
I’m also very curious to see what your rendering effects have done to interior locations eg the various moody space & planet bars? When I think of the bars & shops on the Bretonia, Rheinland & Kusari homeworlds there’s lots of interesting light sources and a few moving objects creating all sorts of interesting light & shadow effect opportunities. Plus you’re a lot closer to the low res textures so FL really shows it’s age here…
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Thanks guys for the kind words! This really helps to stay motivated
The interiors look a little bit better (because of the improved lighting etc), but I have not yet processed any of the textures (I wrote some posts back what I do with them). Also, since there is no material system yet and I treat everything as metal, all the characters look like they are made of metal (which gave me quite a laugh in the beginning ;)). This is the reason why I didn’t show any pictures yet, it’s just not worth it at the moment.
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They are gonna go like sorta boozed metal music fans. (Just hearing Alestorm at the same time writing this post XD) Epic joke with epic music!
:pint:
More seriously, like Bolt, I would like to see this. It would be kinda fun! -
Yep… indeed! And I have some ideas how making HD textures, heightmaps and normal maps of the planets. But it is a quite long task to do, so I must find some peoples who want to take an eye on this project. For me, the best way is to delegate the work between 3 or 4 people, where I’m one of them. I’ve already thought about how to make height using GIMP. And we have not to forget that some room shadows were insert on the texture, so we should take care about that. Or else rework lighting in the rooms via thn and the wrapper.
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I hope some talented folks offer you that help!
http://www.flnu.net/downloads/fl0807.mp4
I love in this video how the bottom of the station reflects the orange nebula.I’m a big player the X series games and one of my most fondest memories was the first time I started up X3 Reunion in 2007 and was flying around the Argon home system and was stunned to see the planet and moon reflecting off the metallic space stations and ships! I remember thinking “we’ve entered a new era of realistic looking space games… if only Freelancer had come out in this era”. Schmackbolzen’s mod is making that dream a reality!
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I noticed it on the ku battleship vid too! Love it too!
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I had to learn for another exam more than I thought (was for my minor in microelectronics) and after that I took a break. Freestalker has started to help me out with height maps, so I hope this will save me some time. I will get back working on this in the next week I guess. As always I have gotten some new ideas and perspective after taking a break, so I hope this will help me improving it further and find the last remaining bugs
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Alright, I managed to fix lots of rendering issues and also completely changed the pipeline for upscaling the textures. Additionally I redid some of the height maps. You can see a video here: http://www.flnu.net/downloads/fl1410.mp4 I think it never did look that good before.
Btw. sorry for the stuttering. I was testing OBS studio with HEVC hardware encoding and there seem to be some issues, since I did not see them in the game.For those of you who wanted to see metal - Trent and his friends plus the interiors: http://www.flnu.net/downloads/fl1410int.mp4
Keep in mind that the textures are the unchanged vanilla ones.Also Freestalker and I have been testing how to make new textures: http://www.flnu.net/downloads/flnewtex.png
But we are not finished, yet.As always, feedback is welcome It helps me to judge whether I am doing the right things…