nbohr1more Posted December 22, 2021 Author Report Share Posted December 22, 2021 It is my understanding that view dependent effects like fresnel and specular do not influence the interior of the lightgem octahedron very much so it's doubtful that the effect will alter playability in missions. That said, it may make some players feel that the immersion is lower since they see a brighter world but the effect is not correlated to the lightgem level. All that said, I am still working on better tuning of the brightness. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
nbohr1more Posted December 22, 2021 Author Report Share Posted December 22, 2021 This one is a little less dramatic but also has removed almost all crazy fudge numbers in favor of doubles , quarter, halves. Not quite sure about how it dries up fresnel a little too much on bright stone but it is still pretty charming. interaction.ambient.fs.glsl Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
nbohr1more Posted December 24, 2021 Author Report Share Posted December 24, 2021 Here is a 2.10 build: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210-beta The instruction count has been further reduced. Comparisons: Default: Just the fresnel and Specular effect: Fresnel and Distance darkening: Fresnel + Distance Dark + SSAO Default + SSAO 3 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
HMart Posted December 24, 2021 Report Share Posted December 24, 2021 IMO the fourth one is the best, SSAO and distance darkening really make the scene depth popup, fantastic work. 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted September 7, 2022 Author Report Share Posted September 7, 2022 A little preview of the ongoing work: Since 2.11 has some major changes to shader architecture, I had to rebuild my design. In addition to restoring all my basic features, I gave considerable thought about how finicky and full of fudge factors my last design was. For the longest time, I have been unhappy about what I call the "velvet effect" on diffuse surfaces. This seems to happen because the original design has the fresnel multiplied by the diffuse. I went to great lengths to achieve the following conditions: 1) Set a dry looking default fresnel for diffuse textures 2) Make specular fresnel match the look of the specular reflections from above 3) Don't make everything shiny ( an issue that was caused by fresnel in 1.03 due to a default minimum boost in specular to everything ) 4) Avoid the velvet effect Happily, I have achieved all the goals and then some. How did it do it? Like some of my earlier designs, there are two different fresnel equations for specular vs diffuse. Diffuse has a hard-coded low power constant which spreads the effect wide over surfaces rather than being a rim effect The specular fresnel power value is initially high but is multiplied by the specular texture causing shinier values to have tighter fresnel that looks more like specular How did I apply the fresnel effect to diffuse without multiplying it or causing the velvet effect? I multiplied the diffuse fresnel by 1.0 minus the specular texture ( inversion ). This caused all the shiny areas to remain dark but brightened low or no specular areas. This still was too foggy when added to the top of surfaces so I then also multiplied the results from the inverted specular pass with an inverted diffuse map. This cause the effect to retain most of the diffuse features without becoming too high contrast or causing neutral textures to glow. Finally, probably the biggest change was that I was able to adapt one of stgatilov's changes to make the entire underside of structures darker the way it used to be in 1.03. This has a dramatic improvement to scenes like the one above. Here are the 2.11 files ( currently requires building from SVN source ). I will attempt to back-port my improvements to the 2.10 shader a little later. tdm_interaction.glsl interaction.ambient.fs.glsl Since the new dev build is out ( dev16617-10107 ) here is a pack file to place in your darkmod dev build folder: https://www.moddb.com/mods/the-dark-mod/addons/211-alpha-dev-build-fresnel-mod Edit: Woo! I got the down-shading to work in 2.10: vec4 worldN2 = normalize( params[var_DrawId].modelMatrix * vec4(N, 0) ) ; vec3 worldL2 = vec3(0, 0, 1); float NdotL2 = dot(worldN2.xyz, worldL2); float downshading2 = min (( NdotL2 + 1.38 ), 1.0 ) ; gotta cleanup the rest of the shader design and I'll post a new version. 2 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
nbohr1more Posted September 10, 2022 Author Report Share Posted September 10, 2022 Here is a backported verion for 2.10 https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210 EDIT: I finally figured out how to fully divorce the diffuse and specular in 2.10. Attaching here for safe keeping: interaction.ambient.fs.glsl I'll upload a new pack file to moddb once I am done testing and tuning. 2 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Popular Post nbohr1more Posted September 16, 2022 Author Popular Post Report Share Posted September 16, 2022 As promised, a new 2.10 build is up: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210 5 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
nbohr1more Posted September 16, 2022 Author Report Share Posted September 16, 2022 Here are some new comparisons: Default: New Fresnel with underside darkening: New Fresnel with SSAO: 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
nbohr1more Posted September 16, 2022 Author Report Share Posted September 16, 2022 Default : New Fresnel : New Fresnel with SSAO: 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Popular Post nbohr1more Posted September 16, 2022 Author Popular Post Report Share Posted September 16, 2022 A few beauty shots: 5 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
snatcher Posted February 11 Report Share Posted February 11 Posts like this makes me appreciate TDM and the people behind it even more. We are in good hands. Respect. Dear @nbohr1more, I don't know a thing about the fine detail being discussed here but I am thrilled by the passion you put into this mod(ification). Since we can have several instances of TDM running in parallel, will you kindly suggest a mission (TDM 2.11), and perhaps a precise location or locations, for me to check with and without Fresnel and form an opinion? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted February 12 Author Report Share Posted February 12 Make sure to use the version here: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial The most dramatic place to check this out is in the start area of the mission "Caduceus of St Alban". That said, any mission with large amounts of flat ambient lit surfaces that have the same texture over vast swaths of the scene will see dramatic improvement. The Vengeance for a Thief ( really, any Sir Taffsalot ) missions are particularly improved by this one. 1 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
wesp5 Posted February 12 Report Share Posted February 12 May I ask why this is not a part of the core game? I'm pretty sure that you are one of the main developers, are you not? Quote Link to comment Share on other sites More sharing options...
peter_spy Posted February 12 Report Share Posted February 12 Because it's a visual tweak based on a personal preference that would actually make it harder to create maps and content for TDM. Once TDM has PBR support, such tweaks won't be necessary, as fresnel response will be calculated correctly at material level. 3 Quote Misc. assets for TDM Link to comment Share on other sites More sharing options...
snatcher Posted February 12 Report Share Posted February 12 I see. Fresnel changes the frame in many different ways. With Fresnel ON everything is a tad brighter but I get to see more refined shadows in the stone structure. In addition, and as promised, brightness gets reduced at long distances. I will let experts decide what's best because I am unable to tell (a few minutes into the mission) if the experience is improved with Fresnel on or off. My brain isn't trained for this kind of processing. (I suggest to download the images and compare them side by side locally) Fresnel OFF: Fresnel ON: Fresnel OFF (White Point Adjusted): Fresnel ON (White Point Adjusted): 2 Quote Link to comment Share on other sites More sharing options...
MirceaKitsune Posted February 12 Report Share Posted February 12 Was going to ask why in the world such a nice effect isn't included in vanilla but PeterSpy answered that. Can't wait for TDM to finally have PBR with this effect and more! Let us dream for 2.12 Quote Link to comment Share on other sites More sharing options...
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