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Josh

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Everything posted by Josh

  1. 0.9.8b Added Lambertian shader family for rough surfaces with no visible specular reflection. Fixed some various small issues.
  2. Josh

    Lambertian Lighting

    Standard PBR is shown on the left, Lambertian on the right. The Lambertian shader family assumes all lighting is nondirectional and eliminates all specular reflections. It can still be combined with decals to make reflective areas here and there, but it prevents that "wet concrete" look from appearing everywhere.
  3. Hidden in the settings, there is an option to enable the title bar, so you can stop accidentally clicking and dragging the wrong things.
  4. Okay, line 443 of Shaders/PBR/Lighting.glsl says this: if (material.roughness < 0.99f && material.metalness < 0.01f) And it is supposed to be this: if (material.roughness < 0.99f || material.metalness > 0.01f) I still don't know if I like this design, but that fixes the error.
  5. I need a material file to test.
  6. Josh

    Decals + Displacement

    This is an experiment using decals to augment surface displacement.
  7. Get the Leadwerks Games Bundle here: https://store.steampowered.com/bundle/43610/Leadwerks_Games_Bundle/
  8. Josh

    Tessellation Upscaling

    This works better than any of the modeling tools I have tried for mesh smoothing.
  9. Tessellation isn't just for organic geometry. It also works great with hard edges. Thanks to @Vida Marcell for creating the model!
  10. Compatibility with 0.9.7 is now breaking, so it's time to choose. You can change to the new 0.9.8 branch to remain on the previous beta build. Or you can stay on the beta branch with me and something about a rabbit hole... 0.9.8b Tessellation is back and improved in the new rendering backend. Subdivision/curvature can be used with or without displacement maps. Displacement maps can be used with or without subdivision/curvature. Per-mesh texture mapping scale can be calculated in the model editor. This is best for organic shapes. Terrain tessellation is not yet supported. Tessellation and displacement is complicated, but you can do some amazing things with them, and I think we have a system that will work with all models. Also: Lots of video quality settings added in the editor options. Refraction in transparency works in the editor now. Material properties are divided into more categories now. If metalness = 0 and roughness = 1, no specular reflection or Fresnel effect will be shown in PBR shader.
  11. Josh

    Apollo 11

    Why would it? It's just a multiplication, man.
  12. Josh

    Apollo 11

    There is a setting in the terrain properties to scale the terrain vertically. You will also want to use a high-precision image to prevent stair-stepping effects.
  13. Josh

    Moon

    There is lunar data available on NASA's servers, in weird file formats, but they are basically RAW files.
  14. There's a lot you can do to adjust the speed in the foliage layer properties: The imposter distance can be used to show a billboard for trees that are further away. Shadows can be disabled on grass and small plants. The view distance of grass and plants can be made lower.
  15. Maybe export a probe's GI data as a set of two textures?
  16. It depends. If any color channel is less than or equal to 1.0, then the brightness will be reset to 1.0. If any color channel is greater than 1.0, then brightness is used to multiply the values.
  17. It's not supposed to be. Brightness is just a hack to make up for the fact that the Win32 color picker only allows colors in the range 0-1. The color is converted to 0-1 color and brightness for display in the editor interface, but it's really stored as a Vec4.
  18. My scene that contains a prefab does not have this problem. Can you provide instructions on how to make this error occur in your project?
  19. What graphics card do you have? Can you post a screenshot of the scene you are rendering?
  20. Are you saying that the framerate is slow?
  21. I have revised the way prefab loading works. The component::Load calls may be more inline with your expectations now: https://www.ultraengine.com/community/topic/61318-release-notes/page/22/#comment-311284
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