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Josh

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Everything posted by Josh

  1. Oh, okay. The newer build solves a problem some models had, but it was a long time ago and I don't remember what the issue was.
  2. The one in the current build of Leadwerks? It's the same one Ultra uses. I just tried it and it crashed.
  3. I was able to collide the player with the original model in the default project.
  4. This has a sphere collider? I resaved it with a convex hull collider: railing_stairs.zip
  5. Is this goatommetry's castle valley pack? I need a sample model to test.
  6. And here are some that I find nice with the sRGB update. forest_srgb.json
  7. 0.9.6 Shaders are now using correct sRGB > Linear > sRGB transform. If you set the value GAMMA to 1.0 in the file "Shaders/Khronos/tonemapping.glsl" it will cancel the effect, but I recommend using it. Dark areas will be stretched out over the range of visible colors so things look less dark and overly contrasted. Revised environment probes GI calculation, it looks really good now. Also storing cubemaps in half-float color formats now.
  8. Josh

    sRGB color space

    Finally had time to sort out proper sRGB ->linear ->sRGB mapping.
  9. 0.9.6 Added cubemap IBL sampler. See Scripts > Utilities > Cubemap to PBR in the main menu.
  10. Limit will be raised to 16384 in the next build.
  11. 0.9.6 HDRI to PBR tool now performs color space conversion so images will look more like you would expect them to. Added Pixmap methods sRgbToLinear and LinearTosRgb.
  12. Yep, if you load an image with a 6x1 aspect ratio, the option for cubemaps will appear:
  13. Nvidia Texture Tool might be the easiest: https://developer.nvidia.com/texture-tools-exporter
  14. You can use these tools to assemble DDS cubemaps: https://github.com/microsoft/DirectXTex Example: texassemble cube -w 1024 -h 1024 -o cubemap.dds px.jpg nx.jpg py.jpg ny.jpg pz.jpg nz.jpg texconv cubemap.dds -m 0 -y -f BC1_UNORM
  15. 0.9.6 HDRI to PBR tool now supports EXR files as inputs.
  16. It's working. Those pixels are blank. They have no material assigned to them. Don't think of the materials layers as being on top of each other. They aren't. Each terrain point just has a material assigned to it.
  17. These are the environment settings I am using in my forest scene forest_env.json
  18. I reverted the terrain system back to using bindless textures and forgot to update some shaders. It's available now.
  19. Josh

    Canyon WIP

    This is much more the look I wanted to get. I used a different skybox, added auto-exposure, and detail textures.
  20. 0.9.6 Shader update to fix terrain error on Nvidia cards.
  21. A basic implementation of HDRI to PBR is now available in the editor, without using Vulkan. See Scripts > Utilities > Hdri to PBR in the main menu.
  22. Just making some examples here for later: https://ambientcg.com/api/v2/full_json?type=HDRI&sort=Popular&limit=10&include=downloadData&offset=0 Docs: https://docs.ambientcg.com/api/v2/full_json/
  23. 0.9.6 Added "Hdri to PBR" tool. See Script > Utilities > Hdri To PBR in the main menu. QTangents calculation is improved, so some organic shapes will have better normals. Added HDR auto-exposure post-processing effect. Terrain texture size restrictions are removed, now using bindless textures instead of texture array.
  24. This is the source for the HDRI to cubemap converter. HdriToCubemap.zip
  25. Josh

    PBR variation

    I created a new extension that will convert HDRIs into a set of PBR environment maps.
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