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Very Hot Topic (More than 25 Replies) Screenshots for FUN! (Read 1993 times)
Krull0r
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Re: Screenshots for FUN!
Reply #150 - Mar 23rd, 2018 at 12:44am
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han wrote on Mar 22nd, 2018 at 8:18pm:
Without Zone Ambient:
https://coding.hanfling.de/LTB_Plain.png

With Zone Ambient:
https://coding.hanfling.de/LTB_Ambient.png

With Zone Ambient & Ambient Occlusion Map:
https://coding.hanfling.de/LBT_AmbientOcclusion.png

I think might have slightly too much ZoneAmbient there and the AO map might be a bit to aggressive though.


ABSOLUT GEIL!
  

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han
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Re: Screenshots for FUN!
Reply #151 - Apr 13th, 2018 at 5:14am
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Krull0r wrote on Mar 23rd, 2018 at 12:44am:
TOTAL HORNY!


Done a bit of prototyping about what to do with AmbientGlow=255. Rough idea is to make that some (bright!) overlay effect based on curvature and how much it's facing towards the camera (up some powers). And later have post processing glare soften/spread it.

Ugly demo based on a bad hack to get some of the areas with high curvature on that mesh (and obviously without glare).


I think for it to be resonable working, one would need either curvature maps or maps derived from curvature maps. This in turn would need resonable uv mapping without dublicated parts, which probably isn't going to happen for original resources.

For our Nerf project we are probably going to throw out the AmbientGlow=255 handling in medium term, at least it looks like it's going into that direction, but I haven't yet fully given up for doing sth. with the stock Unreal resources, where I think that AmbientGlow=255 for pickups is a crucial part.
  

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Rocky
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Re: Screenshots for FUN!
Reply #152 - Apr 19th, 2018 at 4:10am
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Was recently giving a test to UT3 weapons for 227. No custom projectiles or effects so far, just weapons coded.






  
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EvilGrins
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Re: Screenshots for FUN!
Reply #153 - May 19th, 2018 at 7:14am
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I haven't been playing so much anymore, so I'm clearing out my remaining screenshots... until I eventually make some more.

8 shots to each UT community I'm a member of.















  

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[]KAOS[]Casey
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Re: Screenshots for FUN!
Reply #154 - May 20th, 2018 at 12:28am
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is that reskinned american flag redeemer only a reskin or does it do something diferent?
  
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EvilGrins
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Re: Screenshots for FUN!
Reply #155 - May 20th, 2018 at 10:51pm
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[]KAOS[]Casey wrote on May 20th, 2018 at 12:28am:
is that reskinned american flag redeemer only a reskin or does it do something diferent?

That is the Deemer Fireworks. It fires a slow moving projectile, that plays 2 American Standards of music, and fires off several morters in multiple directions... each exploding in a colorful redeemer blast:



It is, by far, my fave redeemer!
(although the music does get on one's nerves after awhile)
  

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Re: Screenshots for FUN!
Reply #156 - May 21st, 2018 at 4:56pm
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Super cool!
  
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Re: Screenshots for FUN!
Reply #157 - Jun 22nd, 2018 at 1:16am
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Awesome stuff
  
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han
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Re: Screenshots for FUN!
Reply #158 - Nov 26th, 2019 at 12:53am
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I'm not sure which way around it is better to explain, but let me try it kinda historically:

The starting point is in particular the set of NYC Street maps in Deus Ex, where color quantization artifacts of the LightMap shine through. It's a first a bit hard to spot, but it has these varying greenish, bluish or reddish tints pop up everywhere.



However, without diffuse texture, it quickly gets very obvious:



The main issue is that LightMaps are essentially handled at 7 bit/color for each channel. Using some BGRA8 format, where the top bit of each component gets ignored and, for LightMaps (but not FogMaps) the alpha channel will not get used. So in the end this leaves just 21 of 32 bits per pixel actually used for the data itsself.

However, there have been 10 bits per channel RGB formats around since OpenGL 1.2 (GL_UNSIGNED_INT_2_10_10_10_REV "RGBA" and GL_UNSIGNED_INT_10_10_10_2 "ABGR") which offer 10 instead of 8 bits in each of the RGB channels.

Now I simply tried this format as a substitute for the BGRA8 based format, giving me an effective 9 bits/channel compared to just 7 bits/channel.

The results are actually quite an improvement:




But I still have the impression that this doesn't yet fully solve the issue, I still see banding/quantization issues in the image. Part of those may be just to missing output dithering and/or plain (poor) texture filtering and internally before outputting the final LightMap some internal calculates could be made at a higher precission.

However, the improvement shown in the screenshots comes for free! It costs no extra performance, as this is a 90's texture format supported everywhere, which takes the same memory footprint, and any change to performance sensitive parts are literally just a changed bitmasks, which comes at no performance penalty!
  

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Krull0r
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Re: Screenshots for FUN!
Reply #159 - Nov 26th, 2019 at 6:28am
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Really really nice! Any chances to get this improvement into unreal 227?  Tongue
  

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han
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Re: Screenshots for FUN!
Reply #160 - Nov 26th, 2019 at 7:13am
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Krull0r wrote on Nov 26th, 2019 at 6:28am:
Really really nice! Any chances to get this improvement into unreal 227?  Tongue


Quote:
[07:50] Smirftsch: fett
[07:51] Smirftsch: würd gerne direkt dran gehen, macht laune, aber zuviel zu tun...mal schauen was vom tag über bleibt

  

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Krull0r
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Re: Screenshots for FUN!
Reply #161 - Nov 26th, 2019 at 9:11am
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Quote:
[07:50] Smirftsch: fett
[07:51] Smirftsch: würd gerne direkt dran gehen, macht laune, aber zuviel zu tun...mal schauen was vom tag über bleibt

[/quote]

Good good ( sends Smirftsch time )
  

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EvilGrins
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Re: Screenshots for FUN!
Reply #162 - Dec 14th, 2019 at 4:18am
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It takes awhile...











...but it can be beat!
  

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han
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Re: Screenshots for FUN!
Reply #163 - Dec 19th, 2019 at 2:18am
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Small preview, I'm planing a blog post discussing the technique in detail.

Original (SoftDrv-like rendering):


Surface Lighting goes up to 2.0 (in ~scRGB) [ignoring detail/macrotextures]

Now as this encompasses a larger than sRGB gamut, it needs to be gamut mapped to sRGB for display (or output to a HDR display.. would be at least kinda cool to see).

Typical techniques either just clamp or focus on preserving chrominance (mostly by further compressing luminance), while this technique literally just reproduces the same relative luminance (if possible) by saturation towards white (distributing otherwise clamped luminance into the other channels). I'm pretty sure I'm not the first doing that, but I couldn't find a paper or sth. on a quick search.

Fully preserved lumiance (if possible):


I think in that form it may be a little too much, as it also reduces chrominance.

However, it is also possible to ramp the added luminance:
Unramped: https://coding.hanfling.de/Lava2_RLPC_Unramped.PNG
Ramped: https://coding.hanfling.de/Lava2_RLPC_QudraticRamped.PNG

But the ramping approach seems a little off, as it introduces an abritrary parameter, and basically blends between clamping and luminance preservation, while the clamping is one of the worst choices. A more balanced approach would probably be to try some chrominance matching for those cases.

However, after all it's non linear rendering, and the original textures are in a quite poor state from a colormanagement standpoint, so it's hard to predict how that all would turn out. Still looking forward to also color manage texture after beeing able to affort a calibrated display.

Another interessting thought I had, was that one issue I had in the Nerf 300 project when transitioning/translating to linear rendering, that images ended up looking quite boring lighting wise, so this technique may actually be quite helpful to address this issue.

Also I think this technique should also work with gamut mapping negative color values.

Another thing worth to investigate how it would look trying to preserve luma in the gamma compressed domain. The shots above were done using linear relative luminance. So this may just be just the right kind of incorrect....
« Last Edit: Dec 19th, 2019 at 6:38am by han »  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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han
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Re: Screenshots for FUN!
Reply #164 - Dec 20th, 2019 at 8:13pm
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Turns out there wasn't just 6 bits wasted on LightMaps for surfaces, but also another 4 on FogMaps...
  

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