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Feature request: emissive materials/volumetric lights

emissive postprocess effects

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#51 duzenko

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Posted 27 September 2018 - 10:38 AM

 

Ok, I made the change, only the spot light uses the light_shaft material now, other lights use stock falloff_exp2. https://we.tl/t-lGvhXwFaYI

 

As for the performance, the window is 338 tris, shadow tris in that scene take up around 500. It's easier to use a physical model right now, as you don't have to line up things. Fake projection it will be a PITA anyway, since you'll have to make a window noshadows, carve some space behind to line up the light with projection etc. IMO the order of testing should be: 1) a physical model, 2) a plane with alphatest transparency, 3) a light with projection texture.

Makes sense. Not an issue for small rooms.



#52 duzenko

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Posted 27 September 2018 - 11:00 AM

Without the custom projection it's just a re-implementation of the fog light

 

https://drive.google...iew?usp=sharing

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#53 Judith

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Posted 27 September 2018 - 11:14 AM

That's weird, geometry should occlude such lights as well.



#54 nbohr1more

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Posted 27 September 2018 - 12:09 PM

Any way to make this new features automatically match the light color?


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#55 Judith

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Posted 27 September 2018 - 12:36 PM

In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?


Edited by Judith, 27 September 2018 - 12:39 PM.


#56 duzenko

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Posted 27 September 2018 - 01:09 PM

Any way to make this new features automatically match the light color?

So simple I left it for the end.

 

In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?

That's the test volumetric build



#57 duzenko

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Posted 27 September 2018 - 01:26 PM

In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?

You have four lights in that room.

I think you should only set the volumetric flag for the floor lights. The window lights are better off without it.

Here's the test build

https://drive.google...iew?usp=sharing



#58 HMart

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Posted 27 September 2018 - 01:27 PM

Without the custom projection it's just a re-implementation of the fog light

 

https://drive.google...iew?usp=sharing

 

Hum that just means the current implementation does not support occlusion, what would happen if you put a object in front of the beam?

 

something like this

 

bc031b63-ebe7-446d-8594-3534.png  


Edited by HMart, 27 September 2018 - 01:27 PM.


#59 duzenko

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Posted 27 September 2018 - 01:33 PM

 

Hum that just means the current implementation does not support occlusion, what would happen if you put a object in front of the beam?

 

something like this

 

  

I'm going to add a shadow test to the shader at some point, but it can only work with shadow maps.


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#60 Judith

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Posted 27 September 2018 - 01:41 PM

You have four lights in that room.

I think you should only set the volumetric flag for the floor lights. The window lights are better off without it.

Here's the test build

https://drive.google...iew?usp=sharing

 

Yup, the two lights nearby the windows are there just to illuminate the frame. They use stock falloff_exp2 texture and they're no shadows, so they're not messing with anything. Only the spotlights have custom light materials with volumetric keyword. Downloading the test build.



#61 Bikerdude

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Posted 27 September 2018 - 01:44 PM

This looks fantastic! :blink: :wub:



#62 duzenko

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Posted 27 September 2018 - 01:47 PM

 

Yup, the two lights nearby the windows are there just to illuminate the frame. They use stock falloff_exp2 texture and they're no shadows, so they're not messing with anything. Only the spotlights have custom light materials with volumetric keyword. Downloading the test build.

Then it's a problem on my side. I will double check that.



#63 Judith

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Posted 27 September 2018 - 01:50 PM

obraz.png

 

Alright, we're going somewhere, but right now the faces of the volume are kind of flipped, and there's no "inside".


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#64 Judith

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Posted 27 September 2018 - 01:53 PM

Ok, when I get inside the light cone and look at the window, the effect looks kinda correct:

obraz.png

 

But when I turn around:

obraz.png



#65 duzenko

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Posted 27 September 2018 - 01:53 PM

 

 

Alright, we're going somewhere, but right now the faces of the volume are kind of flipped, and there's no "inside".

I'm pretty sure you have the wrong shaders. You need to put the fs/vs files in \glprogs.

 

I double checked the lights and now only the floor lights are affected - so that's sorted.

It's back again.

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#66 duzenko

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Posted 27 September 2018 - 02:03 PM

The volumetric keyword bug fixed. Now only the floor lights should be affected.

https://drive.google...iew?usp=sharing

Oh, BTW, there's another bug with the depth texture that you need to have r_fbo 1, otherwise the depth test will fail.

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#67 Bikerdude

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Posted 27 September 2018 - 02:08 PM

Question -

 

Whats the relative hits of perf. for the different version's of this new feature..? and will they be mapper selectable..?


Edited by Bikerdude, 27 September 2018 - 02:08 PM.


#68 Judith

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Posted 27 September 2018 - 02:11 PM

Now were talking :)

 

One small thing to fix would be these black lines at the light cone boundaries:

obraz.png



#69 Bikerdude

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Posted 27 September 2018 - 02:13 PM

Is that the same room as above? if so when inside the volume the reast of the room should appear dark should it not..?


Edited by Bikerdude, 27 September 2018 - 02:14 PM.


#70 duzenko

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Posted 27 September 2018 - 02:13 PM

Question -

 

Whats the relative hits of perf. for the different version's of this new feature..?

I expect it to be costly enough, depending on the desired quality. The current version does 120 texture samples per pixel which is a lot. We have to do that many samples because we're taking integral of a function in a range, and few sample mean visible banding.

 

and will they be mapper selectable..?

As selectable as the test map in this thread.



#71 duzenko

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Posted 27 September 2018 - 02:14 PM

Now were talking :)

 

One small thing to fix would be these black lines at the light cone boundaries:

 

http://bugs.thedarkm...iew.php?id=4888


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#72 duzenko

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Posted 27 September 2018 - 02:15 PM

Is that the same room as above? if so when inside the volume the reast of the room should appear dark should it not..?

Not really. The dust in the light cone is still visible when you're inside the cone too.


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#73 Judith

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Posted 27 September 2018 - 02:20 PM

Btw. I'd refrain from all the distracting questions and what-ifs until we have a basic functionality ready. Next thing will be the proper use of light color and intensity.



#74 Judith

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Posted 27 September 2018 - 02:35 PM

Another weird thing, look at the lightgem:

obraz.pngobraz.png

 

I'm standing in the same spot, I just moved my head up.



#75 Bikerdude

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Posted 27 September 2018 - 02:38 PM

The dust in the light cone is still visible when you're inside the cone too.

Your gonna get some light bounce for sure, but in RL the dust wouldnt allow you to see the rest of the room as if you had raised the gamma.

 

While trying a photgraphic example (still looking) I found this -

 

1.jpg


Edited by Bikerdude, 27 September 2018 - 02:41 PM.

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