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Screenshots for FUN!

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han
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Re: Screenshots for FUN!

Post by han »

[img]http://coding.hanfling.de/Unreal_sRGB_ConvertionBug.png[/img]
Actually a bug, but it looks somehow awesome.
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3671631/3671631_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3672586/3672586_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3672868/3672868_original.png[/img]
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

WE CAN HAZ GARGOYLEZ!
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3683573/3683573_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3684009/3684009_original.png[/img]
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3709002/3709002_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3710931/3710931_original.png[/img]
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3723154/3723154_original.png[/img]

gotta watch out for those little guys
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3722245/3722245_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3721096/3721096_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3720757/3720757_original.png[/img]
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han
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Re: Screenshots for FUN!

Post by han »

Image
Image
As part of moving a lot of code of mesh rendering into shaders (including selection display, scaleglow, ambientglow, unlit, clipping, etc.) I also moved the environmap (vertex sphere mapping) code. Changed some axis, did some adjustments and did it per pixel, bla..
I'm still not totally convinced that the projection is correct, but at least it looks nicer then it was before and especially it is in the place I want it to be.
Last edited by han on Tue May 24, 2016 11:35 pm, edited 1 time in total.
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Bleeder91[NL]
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Re: Screenshots for FUN!

Post by Bleeder91[NL] »

That moment when you are browsing through your website files after who knows how many years, and you find things that should never see the light of day:
[img]http://i726.photobucket.com/albums/ww269/Bleeder91/dfe5eg5g4.png[/img]
Apparently Prisoner 849 was just looking for a proper toilet.
Last edited by Bleeder91[NL] on Sat Jun 04, 2016 9:44 pm, edited 1 time in total.
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Hellkeeper
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Re: Screenshots for FUN!

Post by Hellkeeper »

Why, because it makes you question your own masculinity? You are a prisonner of the binary categories of gener. Open yourself to your feminine side. :P
You must construct additional pylons.
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

Moving right along...
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3746607/3746607_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3743982/3743982_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3747714/3747714_original.png[/img]
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

Hope you had a happy 4th of July!
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3796220/3796220_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3795754/3795754_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3795641/3795641_original.png[/img]
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han
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Re: Screenshots for FUN!

Post by han »

[img]http://coding.hanfling.de/LE_Lotor.jpg[/img]

Somehow I don't get why LE_Rotor is bright in the center. The inverse pattern inside the radius would make a lot more sense.
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Krull0r
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Re: Screenshots for FUN!

Post by Krull0r »

Don't know why they did it. I asked me the same question often my self but I fixed it using a dark light.

[img]http://wg1165843.virtualuser.de/unrealdev/wp-content/uploads/2016/08/VortexRotors.jpg[/img]
Last edited by Krull0r on Sun Aug 14, 2016 6:22 pm, edited 1 time in total.
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han
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Re: Screenshots for FUN!

Post by han »

What also hints for that it is flipping would make more sense is that the lights are rougly parellel stripes much like the rotor blades used.

/edit:
If you mistake BGRA as RGBA for lightmaps it gives it quite some surreal look:
[img]http://coding.hanfling.de/Surreal.jpg[/img]
Last edited by han on Mon Aug 15, 2016 12:24 pm, edited 1 time in total.
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/270678/270678_original.png[/img]

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/269170/269170_original.png[/img]

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/267823/267823_original.png[/img]

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/267001/267001_original.png[/img]

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/266097/266097_original.png[/img]

[img]http://ic.pics.livejournal.com/the_daily_rag/34434274/265442/265442_original.png[/img]
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han
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Re: Screenshots for FUN!

Post by han »

Don't know why they did it. I asked me the same question often my self...
My suspicion is that they did that, because my impression is that it plain works better with a low light map resultion.

Also on a sidenote, in non linear rendering the multiple lights in the fans make it really bright as opposed for the linear rendering where it stays rather dim as the lights correctly add up. I'm not sure whether i should keep the fan effect more dim/subtle as I currently have or keep it more bright just for the sake of the effect. But then again, nothing I need to descide right now.
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han
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Re: Screenshots for FUN!

Post by han »

Nali Hedgehog
[img]http://coding.hanfling.de/nali_hedgehog.png[/img]
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Leo T_C_K
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Re: Screenshots for FUN!

Post by Leo T_C_K »

Nali Hedgehog
[img]http://coding.hanfling.de/nali_hedgehog.png[/img]
Can you explain what I'm actually seeing here?
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han
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Re: Screenshots for FUN!

Post by han »

Thats a Nali Rabbit evolved into a Nali Hedgehog.

It was caused by some kind of interaction in OpenGL between (old) client arrays and using a bound buffer with indexed drawing. Did always went fine for the first drawcall, but went odd for the second.
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han
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Re: Screenshots for FUN!

Post by han »

[img]http://coding.hanfling.de/FiftyShadesOfNyleve.jpg[/img]
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Turboman.
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Re: Screenshots for FUN!

Post by Turboman. »

Lightmaps? Funny to see, i've been mapping for years but never knew how low-resolution they were (with some smoothing using texture filtering i guess?), kinda looks like minecraft. :D
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han
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Re: Screenshots for FUN!

Post by han »

Yes, using nearest sampling instead of linear filtering. I also didn't realize how low their resultion is given the fact that they perform that well. As I do want to keep using them for a while, so I can focus on more pressing stuff, I currently giving them a bit of attention.

I'm currently reevaluating the Shadow/LightMap Panning/Scaling, as I'm not quite convinced that it is certainly correct, especially for the more then odd PF_BrightCorners hack which uses a different scaling/panning. So I want to make sure that the light sampling positions match those out of the 1bit ShadowMaps and idealy get rid of any PF_BrightCorners distortion.

But thats basically just the foreplay to work on the issue I'm really concerned about:
[img]http://coding.hanfling.de/InvalidShadowSamples.png[/img]
The 1 bit ShadowMaps without the 3x3 gaussian filtering of themself and without linear filtering of the calculated light look like on the screenshot.

As clearly visible on the sides of the lava and to some degree visible on the selected surface are that certain border pixels are black because the center of the the shadowmap pixel and thus the tracint endpoint is basically outside of the surface and thus is invalid. In case of concave geometry you get these black edges which also get filtered in. Especially noticable is this black triangle right of the center which also cause quite some weired discontinuity.

So the idea here is basically to check which pixels are inside the surface and thus valid and copy/filter the valid values at the sides over the invalid values. Depending on filtering, especially anistropic one need to put some somewhat broader safety band around the actual polygon area.

Afterwards i have some sort of idea to somwhat upsample the ShadowMaps. As these are 1 bit, pixel art scaling algorithms might be a good choice for this task if they antialiase, or they won't to use them as a preprocessing step.

My current idea, or at least what I want to try first is to use EPX to upscale the shadowmap and afterwards run a 3x3 gaussian over it. I tried this with some hand painted sample data using the scalex tool and afterwards using the custom filtering option in Photoshop which yielded some promising results.

To get somewhat more smoother results when finally rendering it could be resonable to not filter the shadowmap linear in linear space, but rather filter in some other space which is somewhat perceptual uniform and converting back to linear space before doing shading with the data.

This should yield resonable enough results to stick with it for some time. ^^
Last edited by han on Wed Aug 24, 2016 9:00 pm, edited 1 time in total.
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

From a recent (as in last night) edit of CTF-Fifa:
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3846036/3846036_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3846194/3846194_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3847780/3847780_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3849041/3849041_original.png[/img]
...one of these days I've really gotta fix his shirt.
Last edited by EvilGrins on Sat Sep 10, 2016 8:22 pm, edited 1 time in total.
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

Might be a good idea to put on some sunglasses...
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3855916/3855916_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3862282/3862282_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3862712/3862712_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3863307/3863307_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3863730/3863730_original.png[/img]
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EvilGrins
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Re: Screenshots for FUN!

Post by EvilGrins »

Quake's weapon package, CTF:
[img]http://ic.pics.livejournal.com/evilgrins/3189901/3882629/3882629_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3882294/3882294_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3882079/3882079_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3881821/3881821_original.png[/img]

[img]http://ic.pics.livejournal.com/evilgrins/3189901/3881542/3881542_original.png[/img]
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han
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Re: Screenshots for FUN!

Post by han »

An idea I wanted to snag for some time now...
[img]http://coding.hanfling.de/NerfEd_LightOnly2.jpg[/img]
Last edited by han on Sat Oct 15, 2016 3:55 pm, edited 1 time in total.
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