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Everything posted by Arcturus
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This will make the glossy bit glow in complete dark. I used negative RGB values as a hack to avoid that, but that only works in 64 bits.
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@peter_spy Now I'm not quite sure what you're referring to.
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The earlier method for mixing metallic / non-metallic in a single material has its drawbacks. It doesn't work in 32 bit mode, so you get a material that's different for different users. You can't tweak it exactly as you like in 64 bits without breaking it for 32 bit users. It doesn't work well with current frob highlight, and while it's not the end of the world, it inverts colors in the cubemap, which is stupid.
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I'm just a lowly artist so I try to work with what I have.
- 136 replies
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@peter_spy I was referring to the @nbohr1more 's proposition:
- 136 replies
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Just by adding fine grain noise in the normal map, the glossy reflection completely disappears.
- 136 replies
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I noticed that blend gl_dst_color, gl_dst_alpha used with a black and white mask, makes surfaces reflect the cubemap in two different ways. That got me thinking. This kinda sorta looks like a ceramic surface mixed with metallic. Those stages can be stacked on top of each other. This works both in 64 and 32 bit modes. It does't have proper fresnel and whatnot, but If we could control the blurriness of the reflection with a roughness map, then I think we're onto something.
- 136 replies
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@nbohr1more This stage is gonna work the same way if you delete maskalpha. It doesn't seem to do anything at all in Darkmod. It could be very useful if maskalpha worked the way I think it should work.
- 136 replies
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I wasn't able to get it to work.
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@nbohr1more I didn't change any coordinates values. I assume it should render something regardless.
- 136 replies
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@nbohr1more The material renders black. Also keep in mind that I'm using different blending mode. But either way it doesn't seem to work.
- 136 replies
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@nbohr1more I did not manage to get it to work. The code in the linked thread uses cameraCubeMap that doesn't work. When I use it, the game says something about conflicting stages. When I used cubeMap instead - the parallaxCubeReflect files in the repository produced black image and the ones attached in the linked thread were ignored.
- 136 replies
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Just for shits and giggles, I tried to capture the reflection in-game.
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Because of the way the reflections are projected onto an object that I don't fully understand, they retain sharpness on curved surfaces. It's the flat surfaces where lower resolution is apparent.
- 136 replies
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@Wellingtoncrab Higher resolution means sharper, crisp lines, which in turn gives impression of a perfectly smooth surface. It also might be beneficial on bigger, higher resolution monitors. Six times 512x512px might seam like a lot, but that's just equivalent of one and a half of 1024x1024px image. It might be an overkill, I don't know what effect would it have on performance. For rougher surfaces we would have to make another, softer cubemap. Or wait until we can modify roughness in the material, like @nbohr1more proposed. As for how detailed it is. I'm trying to achieve something that's clean, aesthetically pleasing and universal, that would work on different shapes, sizes and environments. Current env maps that have been used have very noticeable cobblestones at the bottom of the reflection which not only introduces noise, but also doesn't make much sense. Most objects in the game don't lie on the ground outside. They also have been tinkered with so much, that they have noticeable seams and are messy. I haven't committed anything to the repository yet, we can think of adding more detail to the cubemap.
- 136 replies
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Does maskalpha work at all? It doesn't seem to do anything.
- 136 replies
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I made a typical, abstract, studio lights type of environment map. Of course on a big chrome ball it becomes obvious what it really is. In this video it is 6 times 512x512 px.
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When this material is used: textures/test/parallax_chrome_only { { blend diffusemap cubeMap env/iron3 rgb 1 } { blend diffusemap map _white rgb 0 } { blend bumpmap map _flat } { blend specularmap map _white rgb 0.0 } } All textures from memory are being projected onto an object randomly, even stars. Doesn't matter what cubemap texture is used.
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I set up a .blend file that outputs environment cubemap in Darkmod's format - 6 files with proper names and rotated / flipped accordingly. Tested with Blender 4.2. https://drive.google.com/file/d/1KQuWqzzmwX3_N8NFA7nCGPRBdHF510ej/view?usp=sharing There are 6 scenes, one for each camera. nx_default scene has compositor nodes that output each scene to a separate image, properly rotated, flipped and named. You can set up your scene inside the linked_collection or you can load some environment map from polyhaven.com for example. Render settings are not linked, but there's a Blender extension called "Copy Render Settings": It may display an error on some of the settings, but I was able to copy max samples from nx_default to other scenes. I wasn't able to get rid of the "0001" from the file names (there's probably a way), so I asked a chatbot to write me a .bat script that simply deletes "0001" from all the file names in the folder the script runs from. https://drive.google.com/file/d/1kpkawT-BiatVAQlVfRZkkY2dLfovhB8T/view?usp=sharing
- 136 replies
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Here's the same skull in Cycles.
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You can take noise map as low as 128 x 128 and repeat it 16 times. { blend bumpmap map textures/test/noise_local scale 16 , 16 } But this model doesn't even have its own unique normalmap baked, so it's not a great example.
- 136 replies
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Roughness maps simulate surface detail smaller than what you would normally put in a normalmap. That cross has some noise in normalmap, that's why it looks more rough. You could for example make noise texture and mix it with the normalmap using "addnormals". bumpmap addnormals ( textures/darkmod/metal/flat/gen_smooth_gold01_local_tiling_1d , heightmap( textures/test/noise, 0.1 ) ) But this way resolution is limited by the size of the normalmap. And here's how it looks with 2048x2048 px normalmap that's pure white noise:
- 136 replies
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I already mentioned in this thread that new, less busy cubemaps will be needed. I also presented the solution to the masking problem. That's all we've been talking about for the past day. Also there's nothing "exaggerated" about those reflections. Polished gold is a mirror. What is reflected depends on how polished / rough the surface is and where the object is / what surrounds it. In more modern games there are roughness maps, and reflections are changed based on location. What we can do is make maybe two cubemaps, one with sharper one with softer reflections. The color is probably too saturated.
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@peter_spy Works well with r_newFrob With the current frob:
- 136 replies
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No, is it an unofficial mod?
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