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Mattline1

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  1. Looks nice! How well does it scale to larger scenes?
  2. That sounds like a great solution. It would cover all seperable filters. Temporal anti-aliasing? That would need the current frame and a re-projected frame based on previous frame and a velocity buffer.
  3. Cool, sounds like it will be easier to set up simple post processing effects. Will it be as flexible as the old system? My main concerns would be with ordering of post effects and how modifiable default effects and settings are. A few questions: Could default post effects be disabled or modified, in case the defaults don't match the art style of a project. Can the amount of blurring be changed? Does the blur just occur on the color map? depth too? Is there still a way to manually blur? Box blur looks very different to a guassian, and both have uses. Are sha
  4. I have been looking at the EmitEventHook void hookFunction(void* ptr) { // do whatever } System::AddHook(System::EmitEventHook, hookFunction); I can't figure out the correct type for hookFunction's parameter(s). Event* seems the most logical but doesn't appear to be correct, other hooks tend to have pointers to relevant objects. Anyone know the correct parameters?
  5. I removed it from the main repo to speed up download times. The files available under releases have the old demo in.
  6. Main post available here I first presented my PBR work about a year ago, since then I've been tweaking and making improvements. Over the past 6 months Leadwerks has had some great updates for graphics junkies like me .The HDRi and environment probe features look great and have helped with 2 of the main issues with the last PBR system. Now what you see in the editor is what you get in the game, and HDR means proper tonemapping and a wider range of possible light intensities. Both of which are important for realistic PBR. I currently plan on using this for my current project, s
  7. The environments are looking nice. The latest images remind me of small west country english villages. You could perhaps do with some sort of ambient occlusion. It should soften up the ambient light and help with contact shadows.
  8. Vid of a Wip :)

    1. Show previous comments  6 more
    2. gamecreator

      gamecreator

      Story of our lives eh? Everything is more difficult than we first imagine it. ;) I look forward to reading the post.

    3. shadmar
    4. diedir

      diedir

      well done, great wipeout kind

  9. Mattline1

    Website Updated

    Looks real nice. Information about the engine's features are a lot clearer, gives a much better idea of what it can do.
  10. In the second image I had modified the sky shader to push values above 1.0. The brighter sky isn't reflected in the probe however. The same happens for any surface where brightness becomes >1, it appears clipped in the probes (often as grey as iris adjustment brings the clipped value down from 1.0, like in the image). The Sponza scene is here (pretty big, because of the textures :/). I had to do a quick convert back from PBR so the specular is a little shiny on most materials. The sponza is a worst case scenario, there is very little direct light so the probes have to do the heav
  11. As in the title, my suggestion is to save and render environment probes into an HDR format whilst the HDR option is checked. The reasoning is below: I have been trying to take advantage of the HDR feature by implementing filmic tonemapping, but have been having issues with artefacts. The issue seems to be that environment probes store values in a low dynamic range. Because of this, when light values become >1 they begin to clip. For very small values the precision is low and causes banding and distortion issues. (see image) In the above, the left image is close to black before
  12. When HDR is enabled do environment probes also get rendered/saved into an HDR format?. I seem to be getting clamping issues (been testing filmic tonemapping).

    1. Show previous comments  1 more
    2. macklebee

      macklebee

      If you are referring to the HDR option inside the editor and not adding a posteffect shader to the scene, then it appears it doesn't work or work properly: http://www.leadwerks.com/werkspace/topic/15473-hdr-bug-in-leadwerks-42/

      also still an open bug with probes which may be related: http://www.leadwerks.com/werkspace/topic/15697-multisamplemode-2-and-environment-probes-problem/

    3. macklebee
    4. Mattline1

      Mattline1

      Ok, thankyou for the info. I've come across some of the issues mentioned in the 2nd post. But if there's no change to the probe format that would explain the artifacts I'm seeing, likely due to LDR probes in an HDR environment. I'll make a suggestion thread with more detail.

  13. Oh, this is useful information.
  14. The beta GUI is pretty swish, still getting my head round the details but it's already made menus far easier.

    1. Show previous comments  1 more
    2. shadmar

      shadmar

      I tried myself, but my gui always covers the entire screen. Even a button.

    3. Mattline1

      Mattline1

      Still got a way to go, I'm going for a source style menu. Something inoffensive and simple that can be re-used across multiple projects.

      https://1.bp.blogspot.com/-TYm-Ek8JikQ/V8ijCCDuX8I/AAAAAAAAD3E/S-OA0cV3qbgmdbU_g_w3nybjDOuchDHNACLcB/s1600/menus.gif

       

      There's a few little bugs with flickering and clipped widgets, not sure where the tabber flicker is coming from, I've not modified that script. I also can't figure out how to display images, every time I try to...

    4. Josh

      Josh

      Looking good!

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