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Everything posted by Arcturus
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In Blender in "standard" view transform if you take a pure red, green or blue emission color then it doesn't matter how big the strength of that light will be, after certain threshold it will stay the same color. This works the same way in Darkmod. If you set a light or a 'shadeles' material to pure red, green or blue, when increased in brightness, after certain point it will not change at all. In this example at high light values, details in the carpet start to disappear. Newest view transform in Blender - AgX does something different. It will start to desaturate the color after certain point to compensate for the increased brightness: This is how bright lights are typically rendered, with a white core and colorful bloom around: The code that chatbot generated for me does not do that. Primary colors stay saturated at high values. But the details in the carpet are better preserved: There is a simple workaround, though. Just add a little bit of other primary colors to the mix: table tonemaptable_01 { { 0, .1, .2, .3, .4, .5, .6, .7, .8, 0.9, 1, .9, .8, .7, .6, .5, .4, .3, .2, .1, 0 } } lights/tonemap_light_red { { forceHighQuality map lights/biground1 colored zeroClamp red tonemaptable_01[time*0.15]*10 green tonemaptable_01[time*0.15] blue tonemaptable_01[time*0.15] } } tonemap_emission_red { noShadows nonsolid { blend add forceHighQuality map _white red tonemaptable_01[time*0.15]*10 green tonemaptable_01[time*0.15] blue tonemaptable_01[time*0.15] } } How it looks right now: With custom GLSL: Currently: Custom:
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There's an interesting difference between intensities of each RGB color.
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@peter_spy I'm interested in changing how brightest parts of the image are rendered, the rest can stay the same for all I care (within reason). The contrast can be lower in one area, but higher in the other, so it's tricky. Problem is, tinkering with values in a text file, reloading the file using game console and looking how the image changed is very time consuming.
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@MirceaKitsune Can you try pasting this code from the tone mapping thread into \glprogs\stages\tonemap\tonemap.frag.glsl file? v02: v01: And see how it changes those screenshots below? You can use reloadGLSLprograms command in game console to reload the .glsl file. You can also try replacing the fire particle with the stronger version: tdm_particles.mtr Turn bloom on and see how these look like (with the modified .glsl of course):
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I haven't looked at those yet, but for now I asked Copilot to make a modification to make highlights slightly more saturated. So the result is something that is between the current look, and the one from the 1st post. This way the bright parts are perhaps a little less washed out. Grouped into no bloom / bloom pairs. Currently: v01 from the previous post: v02 with more saturated highlights; fire is a little more blown out: currently: v01 from the first post: v02, difference is subtle, but bloom doesn't turn faces as white as v01:
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Btw, current fire particle uses: You can make it brighter by using { blend add map textures/particles/arcturus_fire.tga rgb 1 } But that doesn't look very good and animation is a bit choppy too. I found this weird combination that gives big saturated bloom while also keeping the detail of the fire relatively unobscured: { blend diffusemap map _white rgb 0 } { blend add map textures/particles/arcturus_fire.tga vertexColor } { blend gl_dst_color , gl_one map textures/particles/arcturus_fire.tga rgb 1 } It interferes with my negative clouds a little. Of course it's blown out with current color management. It's still a little choppy. On bright backgrounds doesn't fade as gracefully. Maybe it would require changes to the particle animation.
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Neither the carpet nor the white plaster panel use specular maps. Most textures don't use specularmaps. You don't need specularmaps to blowup the image easily. You also don't need bloom to blow up the image easily. There's is no bloom in this image. It's just a stock darkmod torch, not even super bright, default settings, no bloom. Whites on the carpet are clipping too. You can use less bright textures, or move the light away, or turn down the light. But there's no real reason why the artist should do that, other than a technical limitation that you have to work around. Having nice postprocessing is a just a bonus of high dynamic range. Having HDR just for bloom would be pointless, cause you can fake it in other ways. HDR and tonemapping are not just some gimmick used for for bloom. It's an important tool for making an overall nicer looking images. Bloom is not the only or main purpose of HDR. When around 2017 Filmic tonemapper was introduced to Blender, it was a big facepalm moment for a lot of people, cause they realized that Blender offers super high bit depth, but a lot of that potential is simply thrown away. The Standard "view tranform" in Blender today is what was the default before Filmic: This is pretty much what Darkmod is currently doing. Here's Filmic: Here's AgX that aims at fixing some of the problems of Filmic: Here's Khronos PBR neutral that keeps details in the highlights while also maintaining saturation: Those are renders from Eevee engine. Of course once you have dynamic range under control you can shape colors further by adding or reducing contrast, adding postprocessing, whatever you like.
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Currently Darkmod does not utilize the full potential of its high dynamic range rendering. When light gets bright colors get clipped. As I mentioned before, this makes highlights hard to manage and makes bloom option less useful (in my opinion). At least that's what I see on my old ass monitor that doesn't support HDR. I'll preface this with a disclaimer, that I have no idea what I'm doing. I also do not claim, that this code is ideal, or even good. I simply asked MS Copilot to modify the tonemap.frag.glsl file for me. It added a new color curve, that can be modified: Alternative set of ABCDEF values, should give slightly more contrast: All the footage and screenshots below were done with bloom set to the max.
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I'm not talking about bloom. All of the window materials are glowing in the dark. Many of them use blend add and make things in front of them brighter, when they should be making things darker, like in real life. My scepter material doesn't use blend add, it does use gl_dst_color, gl_src_color though. If we're talking about bloom, it would be a lot more useful with proper tonemapping. I can make fire much brighter so I get bloom, exept color values are clipped so I lose all detail.
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I probably shouldn't be touching transparency at all. It's a can of worms. Here's one example where 32 bit is working better than 64 bit mode. In 32 bit values are clipped when in 64 they explode.
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@nbohr1more On second thought this isn't really a problem with the scepter material, but more with that large ice pane material. A little bit of both. The ice blurs everything in front, but normally it's not that noticeable.
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@nbohr1more What about this file gaussian_blur.frag.glsl ? What does it do? There's no way to use it?
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A problem: When put in front of another object that also uses heathaze with blur, it explodes:
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I uploaded the heathaze with stronger blur but in the end with only 4 samples, like the old one, even if it looks worse. I needed it for the scepter material. I added a separate normalmap for the refraction effect.
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The best I was able to get with MS Copilot was this:
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@nbohr1more When I played with mirrored reflections on water I would render them at super low resolution mirrorRenderMap 128 128 Can't we just scale _currentRender down and get blur for free instead of doing the offsetting thing?
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Another great documentary from Danny O'Dwyer: Official 20th anniversary website Previous Half-life documentary if someone hasn't seen it yet:
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heatHazeWithMaskAndBlur.fs blurs the image by offsetting four copies of the render. You can offset them even further for bigger effect, but with a help of Microsoft Copilot I also doubled number of layers. You can create blurring effect with stronger "heathaze" distortion but there are situations where having simple blur is more desirable.
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@peter_spy For now I updated the uv map a little bit, I hope that won't break anyone's missions. I guess I'll just start uploading those changes to the repository. Those sparkles probably will need to be toned down at the bottom of the cubemap.
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I made a new env cubemap called "sparkles" which I applied to the scepter. The original material: New: Is there any lighting setup where blend gl_dst_color, gl_src_color may break?
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@peter_spy This is two separate materials, one for parallax, one for reflections. Edit: It can be simplified further by cramming parallax into second material and putting it in front of a black surface. We can get rid of the normalmap from the parallax stage, it even looks better without it in this case.
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@peter_spy In this particular material parallax mapping isn't useful. For one thing, it doesn't interact properly with cubemap reflections (at least for the time being). They are drawn on top of non-parallax surface. And with the distortion effect on top you can't really see the parallax effect beneath. parallax without distortion: With distortion: Without parallax: --- Having isolated bright spots in the cubemap makes a sparkle effect. Also having negative specularmap creates an interesting effect but it deosn't work in 32 bit the same way, unfortunately.
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I actually forgot that there's a blurring effect in the water. It would be useful if we had a stronger version of this effect. For example if we wanted to make Casper the friendly ghost. Or crystal - I'm thinking of the scepter loot ice glass, etc. In this video I used env/gen3, works quite well here. According to the logs those were maade by @Wellingtoncrab
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Here's the map if someone's interested: test_metal_map.zip I loaded all skins from one of the paintings. Most of the frames are presumably gilded wood (like this). Bags are glowing in the dark (but not the gemstones). Gold has a wide range of colors.
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