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koros

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Posts posted by koros

  1. Wasn't able to replicate it on the AMD card just with my dicking around.


    Any chance you could upload the mission file with the terrain and textures it uses somewhere so I could try and test your exact case?

     


    The empty terrain level with the stock textures, I'll gladly upload them if you want but they're just whats in the download.


    I must have some edge case combo of card/driver/opengl or settings that is really, really unique.


    Appreciate you going to all this trouble. It's not much of a problem if there is only one case


    I'll try to futz around with it tomorrow, force a driver clean/update etc.


    Hopefully you saw the fog issue, if not then maybe I need to put down the pipe :lol:

  2. Trust me, at that point you're just going "crap, what *else* might crop up for potential customers for my games am I'm missing" :P.


    So, fiddling with either of http://i.imgur.com/dRyPJIc.jpg have any impact on your end?

     

    I honestly tried every combo of settings and formats for the textures I could think of including using alpha decals.


    It could very well be that it's a single card/driver combo and in the proud tradition of broken clocks and blind squirrels I stumbled across the solution for my card.


    If no one else can repro then it's not really an issue :D


    I'll revisit this when I get an Nvidia card.


    Sorry for the wild goose chase. :oops:

  3. Thing to remember about shaders, and particularly uvs, is 9999999.99999% of the math is gonna be in percentages, so that 0.00195 may be right when applied to the default tiling setup, but odds are it'll need adjusting for different scales. Make sense?

     

    Yep! Thx :)


    Just so I don't think I'm nuts here are you able to reproduce this?

  4. Console.log

    https://www.dropbox.com/s/yoys0yf2l7lsr0z/console.log?dl=0


    System

    Visual Studio 2013 Community edition update 4

    Microsoft Windows 8.1

    Installed Physical Memory (RAM) 8.00 GB


    Graphics Chipset AMD Radeon HD 7700 Series

    Memory Size 1024 MB

     

    Thanks for the report!


    I'll make sure to follow up on all this. Good to hear it feels more stable so far!


    Just to be sure, you're using the lastest graphics drivers?


    I hadn't run into the terrain seams issue, but I only checked on nVidia so far. I'll see about testing it on an AMD card tonight.

     


    Did this just now as of 2:54 pm EST :D


    http://i1260.photobucket.com/albums/ii567/aurobooth/driver_zps59xni2sl.png

  5. Mucked with asst. stuff in generated pixel shaders where the terrain detail blending was being done. Playing with tex coords etc.


    Some of the files

    14333febc477acdf_P.glsl

    blendP.glsl

    terrain.glsl




    Doing stuff like this to visualize the lines


    if( (detailBlend0 < 1.0) && (detailBlend1 < 1.0) )

    {...}


    or this


    //auro uv values range: 64 to 128

    //if( ( (uv.x <65.0) || (uv.y <65.0) ) || ( (uv.x >127.0) || (uv.y >127.0) ) ) // square perimeter

    //{

    //discard;

    //}



    I was just getting started with Torque and has been years since I touched a shader. :oops:

  6. I'd love to be able to claim I derived it but then I had no idea how Torque textured the terrain.


    Spent some time playing with shader gen locked down and just squeezing various values into ranges in the shaders,

    coloring sections, using discard until I made some sense of it. Noticed that number along the way.


    Looking for my notes, been a while.


    Stop laughing! :D

  7. Builds out of the box

    Seems much more stable, perhaps even loading/startup a bit faster.

    Torque3D 3.8 RC link from Wiki 9.10.2015

    https://github.com/GarageGames/Torque3D/archive/v3.8-rc.zip


    OpenGL

    Still observing this issue

    https://github.com/GarageGames/Torque3D/issues/1318


    Fog issue

    Confirmed fog working as I expect on 3.7 in OpenGL

    3.8 RC shows this https://www.dropbox.com/s/6y5wszyobww4etn/fogissue-3.png?dl=0

    Played with various density offsets neg/pos, height etc. OpenGL and D3D9



    Picking of nits


    Forrest editor error on first creation of forest if no selection of "ExampleElement"

    1)Fresh level -> select Forrest editor

    2) Place, choose add a forrest to mission

    3) Don't select the dropdown

    4) Click to place = error box https://www.dropbox.com/s/tr3eoixird3aw8f/forrestEditor-Error-box.png?dl=0


    Console.log

    https://www.dropbox.com/s/yoys0yf2l7lsr0z/console.log?dl=0


    System

    Visual Studio 2013 Community edition update 4

    Microsoft Windows 8.1

    Installed Physical Memory (RAM) 8.00 GB


    Graphics Chipset AMD Radeon HD 7700 Series

    Memory Size 1024 MB

  8. sbsprs looks like it may be a b2m or painter file format. Designer can't make heads or tales of it.

    Yeah, just included it for the heck of it.



    B2M

    B2M gives you the color keys and you can get it close using those. The shiny spot on the arm is an example of not close. :)

    Just running the existing art through B2M isn't going to yield anything satisfying or useful for most of the existing atlases.


    https://www.dropbox.com/s/ovx5fk88eajhq0n/roughmetalB2MSliders.png?dl=0




    Substance Painter


    Picked up Substance Painter and pulled in a Torque player model I had. You can paint color, height, rough, metal etc. directly on the model or the UV shell.

    You can just export those textures, you can use your existing maps, you can bake a high rez normal map... It's nice. You can do it all from here.


    Nice with existing substances though since you have all those convenient sliders :) Still bunches of work.


    http://i1260.photobucket.com/albums/ii567/aurobooth/TorqueCharPainter_zpsqwxf0ocq.png



    If we have a real artist in the house this is what I'd recommend when we get around to authoring new Torque assets.



    I'll try to make something useful for debugging once I get used to Painter.


    Cheers

  9. Still hunting the last bits of terrain multipass blend flaw.


    Mean time: https://github.com/Azaezel/Torque3D/commit/db3dc279e3e861d091755de07d168ac919b43fb4 = http://i.imgur.com/txO27cH.jpg -> http://i.imgur.com/27WHmXh.jpg


    Bonus track:

    https://github.com/Azaezel/Torque3D/blob/PBR/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl#L41 to

    colorBuffer = diffuseColor + pow(reflectColor,2.2); nets us http://i.imgur.com/toimoW0.jpg without hdr, and http://i.imgur.com/ImlmC3U.jpg with at 0.5 brightness. though re-linearizing the math there doesn't make a whole heck of a lot of sense unless it's getting desaturated someplace along the line...

     

    Keeping up with you is tough. ;)

  10. Character Mats

    Dropped the "PBR" character material on our pretty cubes just to illustrate the difference with/without DefaultCubeDesc

    Base color is washed out without the dynamic cubemap in there.


    Logo Cubes: right has DefaultCubeDesc

    http://i1260.photobucket.com/albums/ii567/aurobooth/Right-has_DefaultCubeDesc__zpsmafsaula.png



    Character Material: right has DefaultCubeDesc

    http://i1260.photobucket.com/albums/ii567/aurobooth/Right-has_DefaultCubeDesc_2_zps8nxh7jsc.png


    Character Pic from earlier post

    http://i1260.photobucket.com/albums/ii567/aurobooth/roughmetal_zps345aitnn.png


    Just putting all this stuff up for reference, I know there are other fish to fry.


    :D

  11. @Azaezel

    TODO

    Still have to sort out the player materials. Not quite right. Maybe my maps or something in the shaders / code.


    No Shadows for Point + Spot Lights

    In lighting\advanced\gl\pointLightP.glsl it always seems to come in at #ifdef NO_SHADOW whether

    shadows are checked or not in the editor. The rough/metal and Cook Torrence look ok , just no shadows.

    Was assuming you had them turned off for now.

     

    er... elaborate? got http://i.imgur.com/JhkiJ1W.png + http://i.imgur.com/nM1FLFY.jpg with http://i.imgur.com/XQ0ne6Q.png this end... (Ignore the craptastic terrain normals up close. That's due to bad personal generation tools.)


    What we did do, to re-itterate is make a second material switch to throw mats in one of two bins (the cast dynamic flag in the second pic) and update em at different rates (tweakable per-light so you can up the static shadow updates for mobile lights by reducing the latency and the like. see static and dynamic refresh entries in the first pic). maybe something playing up with one of the combos there, or something we need to account for in terms of hardware capacities?

     

    ...or I'm just not paying attention ;)


    I'll check point / spot lights out again and put up some pics if my feeble brain can't figure it out.

    I am stuck with 2 AMD GPUs so can't test on Nvidia. Tried with OpenGL and DirectX.

  12. I started looking at setting up some substance designer template graphs that people could use to quickly convert existing textures into 'fairly close' baselines. From there you'd tweak it to be perfect.


    I figure having a breadth of them to cover most of the general material types you'd get would be most useful, and anything REAL specific would still be up to the artist.



    You'd open up the template you figure is closest to the texture you're trying to convert, such as 'concrete' or 'dirt', and have a simple graph like that. It uses a node that functions off the bitmap2material stuff, so you'd drag-n-drop your texture into the graph, link it to the B2M node, and it'll generate maps for Torque's PBR setup.


    So it'll generate a albedo color map, normal map, and the PBR map(roughness, metalness and ambient occlusion, in the appropriate channels).


    Then tweak the B2M node's outputs until your happy, or you'd just export the maps and then they're ready to be used in the PBR build's materials.


    Sound like a decent approach to you guys?

    @JeffR

    Designer Workflow

    Sounds good to me.

    A consistent workflow without manual channel manipulation and a tutorial for noobs (like me :D) would be great.



    @Azaezel

    TODO

    Still have to sort out the player materials. Not quite right. Maybe my maps or something in the shaders / code.


    No Shadows for Point + Spot Lights

    In lighting\advanced\gl\pointLightP.glsl it always seems to come in at #ifdef NO_SHADOW whether

    shadows are checked or not in the editor. The rough/metal and Cook Torrence look ok , just no shadows.

    Was assuming you had them turned off for now.


    Not pretending to be up to speed on the PBR branch but I'm working on it. ;)

  13. That and a second pair of eyes on the pipeline. The point that's been stressed to me is it's intended to make asset creation *less* of a pain in the rear. So hitches like bitmap2material vs substance designer smoothness/roughness inversion are definitely the kinds of things we'd need to track...

     

    Yeah. A bit of work left to do on the pipeline, that's for sure.

    But the results are definitely pretty when it works. :)


    Character maps

    I'm working on it but not quite yet.

    Metallic seems to be a bit strong, probably my maps.

    Played around with png + dds formats, inverted rough, swapped r+b channels etc.


    I'll try a few more variations on the rough/metallic maps.

    Gotta put some time in this week on my mobile project so might be a few days.


    https://www.dropbox.com/s/yeczql902o0dgh2/base%2Bnormal.png?dl=0

    https://www.dropbox.com/s/lh009yaxopw3hhb/rough%2Bmetal.png?dl=0


    Cheers

    :D

  14. For example, you could make the guns from torque use PBR. And then the player caracter.

     

    Yup.

    Working on that now but...warning... I'm no artist.


    For now it's a matter of running the texture atlases for the player, guns and maybe some of the other objects through Bitmap2Material.

    Won't be perfect but should give an idea of what it could look like.


    The right way to do it would involve something like Substance Painter where you import the mesh

    and can setup layer masks for each roughness/metallic area etc.


    This is just for Torque3D demos though since everyone will want to produce or acquire art specific to their game.

     


    I think it would look much better then what we have now. Add some images please.

     

    Still a bit of work to be done. Patience. :D

  15. For example, you could make the guns from torque use PBR. And then the player caracter.

     

    Yup.

    Working on that now but...warning... I'm no artist.


    For now it's a matter of running the texture atlases for the player, guns and maybe some of the other objects through Bitmap2Material.

    Won't be perfect but should give an idea of what it could look like.


    The right way to do it would involve something like Substance Painter where you import the mesh

    and can setup layer masks for each roughness/metallic area etc.


    This is just for Torque3D demos though since everyone will want to produce or acquire art specific to their game.

  16. @Chelaru: mostly because I've got the artistic talent of a wookie and the memory of a gadfly. Had a hand-converted composite map before this latest rebuild, but looks like I forgot to upload it. Does bring up a point...


    @koros: Don't have bitmap2material this end, just substance designer for pipeline matching... It'll be a bit tedious, but want to run the stock textures through yours and see what it makes of em?

     

    I'm sure I can find the time to run a few of 'em through.


    Busy time ahead with the kids/school starting so bear with me


    :)

  17. Adding something in the ao .g channel and adjusting gamma, bright, contrast...

    Also took the resolution for DefaultCubeDesc data block to 1024.

    Rez = 512 looks almost as good with lower fps impact.


    I should probably create a pbr screenies thread instead of spamming this one with pics :?:

    Hard to resist ;)


    http://i1260.photobucket.com/albums/ii567/aurobooth/t3dpbr_zpsjtwdrs8w.png

  18.  


    Did invert the smoothness channel on some other materials I was playing with and it works as expected in any of the color channels the way I saved it.


    Those pics are killing me Azaezel, can't wait til I can justify buying Designer + Painter :)


    Thx for the smoothness switch.


    When we get around to hooking up the smoothness and metalness sliders can we add a relief slider? Since the parallax slider is non-functional anyway for meshes.


    Maybe by then I'll be up to speed and can actually contribute. :)

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