-
Posts
1930 -
Joined
-
Last visited
-
Days Won
62
Everything posted by Arcturus
-
I uploaded to the repository a test map with all the loot and most of the NPC models. There are levers to switch between white and orange lights. Can be expanded further.
- 136 replies
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
Team behind a fan-made Half-Life game developed on Unreal Engine just released their first demo: https://projectborealis.com/ https://store.steampowered.com/app/2215490/Project_Borealis_Prologue/
-
Blurry cubemap - gradient with a bit of noise.
- 136 replies
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@stgatilov Builder guard has a uv seam in the middle of the chest and the texture is mirrored, so that thew me off. I don't think it works well in cases like this, but as my later video shows parallax mapping generally works with animated md5 meshes. And just to be clear, I'm not saying we should put it on our characters, I was just experimenting. That video of the builder shows parallax mapping with extreme values, because I found it interesting.
-
It will still glow in complete darkness a little bit. Plus, fainter reflections look less like metal and more like a clear-coat type of shader.
- 136 replies
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@peter_spy Now I'm not quite sure what you're referring to.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
I'm just a lowly artist so I try to work with what I have.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@peter_spy I was referring to the @nbohr1more 's proposition:
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
Just by adding fine grain noise in the normal map, the glossy reflection completely disappears.
- 136 replies
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
I wasn't able to get it to work.
- 136 replies
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@nbohr1more I didn't change any coordinates values. I assume it should render something regardless.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
Just for shits and giggles, I tried to capture the reflection in-game.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
@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
-
- 1
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
Does maskalpha work at all? It doesn't seem to do anything.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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.
- 136 replies
-
- 2
-
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
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.
-
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
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with:
-
Here's the same skull in Cycles.
- 136 replies
-
- polished metal
- shiny metal
-
(and 2 more)
Tagged with: