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About redspike474

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  1. redspike474

    Blinn Phong Normalization

    ^^ that previous post is relating to physically based shading, and isn't applicable to normalisation of your brdf in this case. Hopefully someone with more knowledge can drop by and explain the correct way to normalise sources shading. Sorry I can't be much help.
  2. redspike474

    How does material layering work ?

    I dont think that is the case here though. I dont think thats the process being used in either link in the first post.
  3. redspike474

    How does material layering work ?

      Which is what i thought, but the allegorithmic article is misleading as it gives a 4way blend unity shader as a example usage     
  4. redspike474

    How does material layering work ?

    I came here just to post the same question, I thought that in the order1886 they could composite various materials in mari and then they were baked out to 1 texture set for regular use in engine, but after reading the Allegorithmic tools blog post it would seem that they atleast are exporting separate materials and blending between them at run time ? surely this is a more expensive method? from the example it would appear they are using 4 diffuse, 4 normal's, 4 pbr masks etc and 1 material mask. that's a lot more textures.   If anyone could shed some light, that would be awesome :)
  5. Hows this coming along? is it still in the works?
  6. redspike474

    Unreal 4 toon graphics redundant?

    Toon post processing is probably the wrong method?   If your wanting to achieve a style like fortnight or over watch or tf2 (  all stylized games) then you can still use Pbr ! Take a look at the new ratchet and clank game, thats all pbr and still cartoony! You probably want to modify the diffuse shader to be something like half lambert ?   It all depends what kind of effect your after? if you just want a outline then I guess post process is the way to go.
  7. Thats looking good! Is there an example app anywhere ? or a sample implementation?
  8. redspike474

    Directional lightmapped specular

    Thanks @MJP for the incredibly informative reply! that's a tonne of useful information.     Ideally i would love to do something like either of these implementations but it isn't currently feasible for this particular project, its also slightly beyond my current capability.     I took your advice and implemented a hacky phong specular with a dominant direction, It produces much better results than my previous implementation! here is my code, please feel free to pick it apart and point out any mistakes or suggest any improvements, Im still very much a novice. Though LOOKS right ingame........ #if( PHONG && !PS4) { float3 vEyeDir = normalize( g_EyePos - worldPos ); half SpecExponentMap = tex2D(SpecExponentSampler, coords.xy).r; float lumer1 = ( Luminance( lightmapColor1.rgb ) ); float lumer2 = ( Luminance( lightmapColor2.rgb ) ); float lumer3 = ( Luminance( lightmapColor3.rgb ) ); float3 vLightDomDir = normalize (lumer1 * bumpBasis[0] + lumer2 * bumpBasis[1] + lumer3 * bumpBasis[2]); float3 vHalfAngle = normalize( vEyeDir.xyz + vLightDomDir.xyz ); float flNDotH = saturate( dot( worldSpaceNormal.xyz, vHalfAngle.xyz ) ); SpecPhong = pow( flNDotH, SpecExponentMap ); // Raise to specular exponent SpecPhong *= pow( saturate( dot( worldSpaceNormal, vLightDomDir ) ), 0.5 ); // Mask with N.L raised to a power float3 d_irradiance = 0; d_irradiance.x = dot(bumpBasis[0], vLightDomDir); d_irradiance.y = dot(bumpBasis[1], vLightDomDir); d_irradiance.z = dot(bumpBasis[2], vLightDomDir); d_irradiance*= d_irradiance; d_irradiance = d_irradiance.x * lightmapColor1.rgb + d_irradiance.y * lightmapColor2.rgb + d_irradiance.z * lightmapColor3.rgb; SpecPhong *= d_irradiance; // color the specular from the d_irradiance float3 vSpecularTint =1; // leaving this in for now, models have the ability to tint specular float fSpecMask = 1.0f; fSpecMask = baseColor.a; // hardcode for now //fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask ); //fSpecMask = lerp( fSpecMask, baseLum, g_fBaseLumPhongMask ); SpecPhong *= fSpecMask * vSpecularTint; float3 g_FresnelRanges = float3 ( 0.3, 9.0, 28 ); // test vaules to match models material // need to hook up to material float fFresnelRanges; fFresnelRanges = Fresnelcustom( worldSpaceNormal, vEyeDir, g_FresnelRanges ); SpecPhong *= fFresnelRanges; //to do look at this again. #if ( ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) ) { // Apply csm shadows //SpecPhong.rgb *= shadowscalarpassthrough; } #endif //note note - not sure why we would want rim lighting on brushwork so left it out. but could bring back for cheap; } Thanks!
  9. redspike474

    Directional lightmapped specular

    Found this implementation of specular lightmaps https://github.com/Geenz/GzRNM/blob/719a8a7340fc2cd16b9a9072cd76feddaec0e7c9/GzRNMOS/Assets/GzRNM/Shaders/GzRNMPro/GzRNMInc.cginc   But this produces three specular lobes  (one for each basis) and is rather wrong looking, the developer addresses it on this forum page http://forum.unity3d.com/threads/geenzs-rnm-shaders-now-released.71648/page-2 but he never released the update as far as i can see.   Will continue to experiment!
  10. Hello,   Im trying to implement a phong-based specular for my lightmapped geometry.   Im currently doing something similar to this here  http://www.gamedev.net/topic/659784-specular-highlights-with-directional-lightmaps/   However is there a better way to handle this? My main confusion is obtaining a dominant light direction from the lightmap...    
  11.   Thanks for the link ! I spent some time today going over the various ready at dawn presentations, some really inspiring stuff !     Wow thanks MJP ! that's really interesting, I've already implemented some of the more common affects, I think its the final step in your postpro chain, the Tone mapping stage where the magic happens.... Could you share any info on what kind of Tone mapping /exposure  the order uses? is it like the approach implemented in your FXAA sample project?
  12. Hello, I have just finished a game called the order 1886, I was blown away by the post effects, it looks amazing, but im not exactly  sure what effects are taking place. Ive spent the morning reading through available information on the orders rendering but it mostly focus's on the physically based rendering, something my engine already supports. I want to try implement some nice post effects in my game.   Firstly can you help me track down which effects are in this image;  my guess, edge vignette, some kind of chromatic distortion? depth of field, some kind of scene texture/grain? something else?      
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