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Arcturus last won the day on November 24 2024
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You can do something like this: I would argue parallax effect doesn't look that terrible on round corners anyway:
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@stgatilov I uploaded test/tonemap.map and test_tonemap.mtr
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Works nicely. It doesn't desaturate primary colors (like AgX does) but one could argue that's an advanced feature. Interestingly, Filmic tonemapper used in Unreal as I understand is based on ACES - standard established by American Film Academy: https://dev.epicgames.com/documentation/en-us/unreal-engine/color-grading-and-the-filmic-tonemapper-in-unreal-engine Troy Sobotka (a film industry veteran himself) was very critical of ACES. And I don't think it's just a crazy person's talk cause from what I've seen in discussions around web many agree with him. Just because something is le industry standard, doesn't necessarily mean it's absolutely best.
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The key to make metals using specularmaps only, without relying on cubemaps, is to increase specular to diffuse ratio. diffusemap: specularmap: and also making the specularmap colored (in case of colored metals). This is more convincing on bumpy surfaces that don't require mirror reflections. With a different normalmap: With a cubemap:
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Armor material has a heightmap that adds random noise that I should've deleted completely, it doesn't really match the mirror polish.
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It's in the repository.
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Same material with increasingly blurrier cubemaps. At the end it's pure white color.
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Sorry, that's elite city watch.
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This is original concept art, just as a fun fact. You guys clearly have different vision than I do so I'm not going to continue updating any assets.
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Ok, fine.
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The old one looks like this: What I'm going for is this: The latter is more appropriate for the "elite" armor. Does this look like glass too?
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Elite merc is one of the better looking NPCs in the game, but I think we can improve couple of things. New material looks like this: I modified the specularmap slightly. Since he has a sword i updated that too: The handle and blade use different cubemaps. There's no reason why elite guards shouldn't have polished shoes. Although the uv mapping on those is atrocious so don't look too closely. That's why the fronts of the soles are too shiny. Importing and fixing the .md5 mesh in Blender is practically impossible because of this issue: Not that I want to get into that. I think the excessive shininess of soles can be mitigated by creating a separate specularmap, as the boots and armor are in separate materials.
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Out of the box it makes the image darker, so I increased brightness in settings: Original .glsl for comparison: AgX:
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In reality reflection changes based on an angle. But when reflection is uniform like here, then that suggests heavy scattering of light due to some tiny fibers or dust. Not all materials necessarily need to be super realistic, it's more important that picture is pretty to look at.
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I believe mirrors have been rewritten completely at some point. As I mentioned this material doesn't interact with lights so it has very limited use cases.