Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
37 user(s) are online (20 user(s) are browsing Forum)

Members: 0
Guests: 37

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: -15€
(last updated 03/2019)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 39 users playing Freelancer on 38 servers.
March. 25, 2019

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 ... 17 18 19 (20)


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 561
Offline
That is only partially true, since I only found the crash because I have a notebook with a 970m. Only happens when you undock, not when in space. And it is after the frame was rendered. So it is not the typical bug. But I will find the cause, don't worry

Posted on: 2/15 22:15
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 561
Offline
Here are some new screenshots with the new material system (based on a json file). Also with it in place I now can use alpha test for shadows. As a result textures now don't block the light completely if they have transparent parts (and you set the right parameter for the material). The space domes also have glass material parameters as you can see at the reflections.

Open in new window
Open in new window
Open in new window
Open in new window

Posted on: 2/21 1:17
Top
Re: OpenGL Rendering

Joined:
2017/5/22 3:10
From wonderlxnd
Group:
Registered Users
Posts: 33
Offline
Nice ones. May you say a set of maps your engine is accepting/requiring for input?
I've learned some easy unwrap techniques for light models like stations and i have some time to try something.

Posted on: 2/21 2:09
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 561
Offline
Currently there is the base texture (RGBA) and greyscale for roughness, specular intensity (mixes between diffuse and specular so it basically is percent) and metalness. For the last ones you can also set fixed parameters in the material library file, so you don't necessarily need textures for those.

And of course there are the heightmap and normalmap textures. The heightmap should only contain very rough heights, as the fine details are in the normal map. It is also used to bake the self shadowing into the normal map (Valve's ssbumps). You can consider replacing them with real geometry so you don't need them at all.

I will try to post the blender shading pipeline graph soon when I got the time for it.

Edit: Forgot the standard FL texture variants. They did not change, so emissive and detail texture etc. is of course supported, since FL uses it.

Posted on: 2/21 11:18
Top
Re: OpenGL Rendering

Joined:
2017/5/22 3:10
From wonderlxnd
Group:
Registered Users
Posts: 33
Offline
Okay ty. But i still cant figure out what is roughness and metalness.
In my workflow i have:
reflection - map for a color and intensity of reflection, somehow multiplied by Fresnel IOR value with base of 1.6. I guess full mechanics of this is almost something as your specular intensity, but using a falloff of Fresnel type. Is that possible in games?
reflection glossiness - a grayscale map or value for smoothness of reflection, where value of 1 making reflection sharp as plain reflection map without modification, and values around 0.75-0.65 making it much more realistic for metals;
Open in new window

asssigning a map allows this at certain places. Is that the one you call roughness?

edit: i've just found that one: https://docs.chaosgroup.com/display/CWVRAYMAX/Metalness
but i still cant get why roughness shall be used in some "glossiness" in BRDF (not the same as reflection glossiness i told above, i dont know what is that). Anyway i dont own that version of vray that has "metalness", although i still can attempt to draw it, but for that i need to figure out what exactly it does.

Posted on: 2/21 12:39
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 561
Offline
Glossiness is just the opposite of roughness, so if you invert the texture / value it means the same. In you picture the value of 1 glossiness is 0 roughness and 0.1 glossiness is 0.9 roughness. There might be some differences how some BRDF formulas treat those values, though. So depending on the light model, the same roughness value can look different.

Your reflection RGB texture is also a way to do it (actually I had it included in my shader), but I came to the conclusion that it is easier just to use one base colour texture for everything and do the rest with the greyscale textures / material parameters. This also saves memory and bandwidth.

Metalness just defines how much of the reflection is based on the color texture. If it is 0 the reflection will just be pure white colour like plastic.

If you find a case where the material can not be recreated with my current setup I can adapt it.

Posted on: 2/21 13:55
Top
Re: OpenGL Rendering

Joined:
2017/5/22 3:10
From wonderlxnd
Group:
Registered Users
Posts: 33
Offline
Quote:

Your reflection RGB texture is also a way to do it (actually I had it included in my shader), but I came to the conclusion that it is easier just to use one base colour texture for everything and do the rest with the greyscale textures / material parameters. This also saves memory and bandwidth.


Yeah i also do this and to differ it (for scratches or worn effects f.e.) i use material blending by some dirt masks, where almost same materials have different reflection values.
Got ya, just my inverted reflection glossiness.

Quote:
Metalness just defines how much of the reflection is based on the color texture. If it is 0 the reflection will just be pure white colour like plastic.


So its a kind of linear dodge multiplier of typical reflection map? Dont get it.

I've found a pic how Fresnel reflections work with an IOR value. So it basically applies that mechanics to reflection map and power of reflection is defined by IOR value.
I am not aware if rasterisation engines is capable of this or it is RT only, but would like to hear your opinion:
Open in new window

As i know that mechanics is considered most realistic in term of reflections.

Posted on: 2/21 15:18
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 561
Offline
Fresnell is only part of today's lightning models. So yes it is included, but it is only one term of the whole equation. If you really want to know the whole model, look for the GGX stuff, which even blender uses.

You can imagine the metallness as a blend between white texture and the base colour texture. The more it becomes zero, the more the base colour for the reflection is going to be white. Imagine a billiard ball. The reflection is always white no matter what colour it has. So metalness is 0. If you choose a golden colour as base colour texture you will get colour shifts etc. when you set metalness to 1. If it is zero it only will have white reflections and it will look like plastic with gold colour.

Posted on: 2/21 18:52
Top
Re: OpenGL Rendering

Joined:
2017/5/22 3:10
From wonderlxnd
Group:
Registered Users
Posts: 33
Offline
Looks like some of the maps in full list i got are excluding each other or something, or some of their particular means are crossing. Nvm, i'll have a try soon.

Posted on: 2/21 20:36
Top
« 1 ... 17 18 19 (20)