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Very Hot Topic (More than 25 Replies) Screenshots for FUN! (Read 41948 times)
han
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Re: Screenshots for FUN!
Reply #165 - Dec 28th, 2019 at 8:24pm
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Running some tests on Translucent | Fog.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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han
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Re: Screenshots for FUN!
Reply #166 - Jan 18th, 2020 at 2:25am
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I started to mess with despatializing light source when close to a surface, as noticable in Ruins, where this one red light looks in particular wrong. But the reasoning behind it is, more that light sources tend to be extended, not just point sized, and that their size should correlate with the LightRadius property. This is also reflected by the fact that the distance attentuation doesn't skyrocket when close to surface. Actually originally it dipped down, when distance is below LightRadius in UU, but this can be fixed (see new post in gamma handling thread).

Original:


Despatialized:


However this also makes unlucky placement of Lights more pronounced.

Original:


Despatialized:


Code
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// Lambertian diffuse (not really, because non linear, but...).
FLOAT Diffuse = (N|L)/LSize;

//
// Despatialize diffuse.
//
// |L|<R/25 -> Fully despatialized.
// |L|>R/10 -> Fully spatialized.
// otherwise          -> Cubic Hermite interpolation.
//

Despatialization = 1.0f-FSmoothstep( LSize, R/25.0f, R/10.0f );

Diffuse = (1.0f-Despatialization)*Diffuse + (Despatialization)*1.0f; 



L is the Vector from surface point to light source.
N is the surface normal.

The cubic hermite should intially be some linear ramp, but I made a mistake when calculating the ramp equation, and I ended up beeing lazy for testing. I certainly do want to try somewhat different approach for despatialization, and see how it looks. At the same time I am also kinda forced to do it, as I want decouple mesh lighting from rendering the Actor. But the way I want to do this precludes beeing able to exclude an Actor from lighting himself. And if I don't despatialize in this case, self lit meshes from within would probably look super borked, as one encounters lots of "backvertices".
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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EvilGrins
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Re: Screenshots for FUN!
Reply #167 - Jan 24th, 2020 at 6:42pm
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New Gaming strategy: Hug everything!
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[]KAOS[]Casey
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Re: Screenshots for FUN!
Reply #168 - Jan 25th, 2020 at 9:45pm
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almost looks like that velociraptor is flying with that firing effect under their feet in last pic
  
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EvilGrins
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Re: Screenshots for FUN!
Reply #169 - Feb 7th, 2020 at 6:58pm
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[]KAOS[]Casey wrote on Jan 25th, 2020 at 9:45pm:
almost looks like that velociraptor is flying with that firing effect under their feet in last pic

They do jump rather stiffly.

Moving right along...










  

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han
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Re: Screenshots for FUN!
Reply #170 - Feb 16th, 2020 at 4:41pm
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I started to implemented twosided lighting, basically have a lightmap for each side of a surface, for better support of twosided sheets/surfs.

Another (important) change I made, was to start to add an angular dependency to LE_Cylinder (and LE_NonIncidence), so it would look resonable instead of awful on meshes, and also remove lighting from the back.

Some more interessting side effect that this (old)...


...now looks like this:


I always assumed these were unlit surfaces...
  

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Krull0r
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Re: Screenshots for FUN!
Reply #171 - Feb 16th, 2020 at 7:21pm
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AWESOME!! Yea some of the masked textures are too bright! It's a very good improvement!
  

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Hellkeeper
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Re: Screenshots for FUN!
Reply #172 - Feb 16th, 2020 at 9:44pm
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Great news! This is an infmaous and infuriating quirks of sheets, not having to work around it would be a relief!
  

You must construct additional pylons.
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SkaarjRPG
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Re: Screenshots for FUN!
Reply #173 - yesterday at 2:32pm
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GZDooM



  
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Hellkeeper
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Re: Screenshots for FUN!
Reply #174 - yesterday at 2:46pm
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On still pictures, it just looks like Unreal in software rendering.
  

You must construct additional pylons.
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SkaarjRPG
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Re: Screenshots for FUN!
Reply #175 - yesterday at 2:50pm
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Hellkeeper wrote yesterday at 2:46pm:
On still pictures, it just looks like Unreal in software rendering.


I could not achieve the pixelated "grain" Unreal has, although, some of the lighting can really be well mimicked.
This one is other area in motion:


  
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