Author Topic: Physically-Based Rendering Builds  (Read 16282 times)

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Offline DahBlount

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Re: Physically-Based Rendering Builds
Probably not for some time unfortunately. There are some things I don't believe I can expound upon at the moment, but I do know that the PBR repo no longer exists separately from another experimental build, so it may or may not work even with a successful merging of trunk into it.
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Re: Physically-Based Rendering Builds
Alright, I've miraculously found myself an old build based on 3.7.1 somewhere on my HDD... problem solved.
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Online AdmiralRalwood

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Re: Physically-Based Rendering Builds
This feature has officially been merged into the master branch and will start appearing in nightly builds.
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(the very next day)
<MageKing17> this ****ing code did it to me again
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(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
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Re: Physically-Based Rendering Builds
Exciting times :)

 

Offline Bryan See

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Re: Physically-Based Rendering Builds
Me too :)

I would also like to see HDR + Post-processing + Motion blur + Non-excessive lens-flares effects + Image-based rendering (a technique in which 2D elements are manipulated to appear in a 3D world - delivering a significant performance boost by replacing 3D geometry that is far enough away for the transition to be imperceptible with a 2D image) in Freespace, though.
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Offline The E

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Re: Physically-Based Rendering Builds
Me too :)

I would also like to see HDR + Post-processing + Motion blur + Non-excessive lens-flares effects + Image-based rendering (a technique in which 2D elements are manipulated to appear in a 3D world - delivering a significant performance boost by replacing 3D geometry that is far enough away for the transition to be imperceptible with a 2D image) in Freespace, though.

Bryan, you really need to get into the habit of watching the various threads more closely. If you did, you would have known that HDR is already in, and we've had postprocessing for years.

As for the rest of your wish-list, Motion blur will never happen, lens flares are a thing I am investigating, and Image-based rendering seems like a far-off goal without a real use-case right now.
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Offline Luis Dias

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Re: Physically-Based Rendering Builds
Image based rendering seems only interesting in so far as rendering a huge number of asteroids far far away. But that implies a lot of code changes in other important aspects of those things too (don't rotate too much, increase number of possible asteroids, have better algorithms to solve collision detection, etc.).

Perhaps I could see some usage in rendering missiles? Basically turn them into dynamic sprites? Then again, LODding is so effective and the poly cost is so low...

... Nah. I just don't see the usage.

Excited for the lens flares thing though! Can't wait to make a JJ Mod of Freespace2!

 

Offline The E

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Re: Physically-Based Rendering Builds
Excited for the lens flares thing though! Can't wait to make a JJ Mod of Freespace2!

the branch is named "jjabrams" :P
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Offline mjn.mixael

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Re: Physically-Based Rendering Builds
IIRC, JJAbrams was the excuse people used a while back for not adding any lens flare features...
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Offline The E

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Re: Physically-Based Rendering Builds
I don't know, if I ever argued for such a position, I would like to smack my past self :P

What I'm looking for is a configurable lens flare solution that works as a post processing effect (so that any bright things, not just suns, can trigger lens flare action) and that can be adjusted on a per-mission basis by the mission designers.
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Offline mjn.mixael

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Re: Physically-Based Rendering Builds
What I'm looking for is a configurable lens flare solution that works as a post processing effect (so that any bright things, not just suns, can trigger lens flare action) and that can be adjusted on a per-mission basis by the mission designers.

*Swoon*
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Offline Mongoose

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Re: Physically-Based Rendering Builds
Motion blur will never happen
Awww :(

 

Offline Luis Dias

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Re: Physically-Based Rendering Builds
And no mention of Geomod whatsoever in this thread.

What has HLP come down to?

 

Offline Spoon

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Re: Physically-Based Rendering Builds
I'd actually really appreciate some clarity on the maps involved in PBR. What maps are now a thing? How do I go about making these maps? What maps are now no longer a thing? Why do half my ship models look like they are plastic wrapped and how do I fix that? Do I really have to go make 100+ reflect maps to make everything look proper? This prospect does not exactly thrill me.
Documentation plox

And no mention of Geomod whatsoever in this thread.

What has HLP come down to?
The Geomod question was solved when soft particles were added.
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
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[02:44] <@Axem> well
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