Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Shivan Hunter on April 22, 2015, 02:26:53 am

Title: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Shivan Hunter on April 22, 2015, 02:26:53 am
I made reflectivity maps for most ships (everything that appears in the f3 viewer) for the new PBR builds (http://www.hard-light.net/forums/index.php?topic=89550.0). These are mostly cobbled together from the existing diffuse and shine maps, with some actual texture painting in cases where it was both somewhat easy and made a big difference. I maaaay have gone a bit overboard with the Shivans' gloss maps. :P

I also fiddled with a few normal maps, either adding detail or reducing noise if the map really needed it. Normal maps are extremely important with a shiny ship in a PBR renderer, and a flat one or an especially noisy one looks much more terrible than it did pre-PBR.

I also replaced the asteroid texture for the Boadicea with a rock texture scrounged from google, since the existing one was atrocious.

Known issues (mostly issues with the current PBR workflow): Several places in FS (briefing popups, loadout icons, target box) render models as pure blackness if they have a pure black diffuse map. Also, ingame, the bloom from damage trails overpowers the rest of the ship, especially on fighters, to the point where the ship can barely be seen in all the glare.

Also, I was going down the list of ships in the f3 viewer, making reflectivity maps from the ship maps found in mv_assets, until I remembered that some textures have hi-res versions in mv_advanced. Specifically, the maps for all Terran ships and Vasudan ships up until the Nephthys are based on the (possibly low-res) maps in mv_assets.

Download (http://fsblueplanet.creshal.de/releases/pbr_mvps/pbr_mvps.7z)

(REQUIRES a RECENT NIGHTLY BUILD!)

(http://i.imgur.com/dGxyBWd.jpg)
(http://i.imgur.com/U4Dh0ci.png)
(http://i.imgur.com/w7A91zR.jpg)

fs1 > fs2
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Colonol Dekker on April 22, 2015, 03:09:45 am
Regarding the shivans......

[attachment deleted by nobody]
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on April 22, 2015, 03:49:38 am
"a bit"


e: it's so douchebaggery for me to just say just that. All of this is awesome! :yes: Even the shivan eye bleeding stuff :D

Needs more testing and testing so it can be eventually brought to mediavps!
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Shivan Hunter on April 22, 2015, 04:15:56 am
Thanks guys! And yeah, this is certainly a first pass, I don't like how some of the ships turned out, and of course from what I've heard we aren't even sure this is the PBR workflow's final form. I'm going to play through FS2 with these (damn, I haven't actually played the main campaign in several years) and see if I spot any issues, then I might make some tweaks and probably recreate the Terran/some of the Zod ones using mv_advanced maps.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The E on April 22, 2015, 04:42:49 am
Yeah, this is definitely something that will need some iteration. But very good job indeed for this, it's definitely a solid base for everyone to do some experimenting with.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Cyborg17 on April 22, 2015, 09:41:34 am
Love the job you did on the Colossus.  I feel like it actually makes it look really impressive.

Off-Topic, I didn't notice until all these ships were alongside each other that the Vasudans have a lot of color variety for their glows.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: AdmiralRalwood on April 22, 2015, 10:11:34 am
Several places in FS (briefing popups, loadout icons, target box) render models as pure blackness if they have a pure black diffuse map.
In the case of the briefing popups, is that even with -brief_lighting?

/me supposes he could just test it himself...

EDIT: So, they seem plenty visible with -brief_lighting. Should be a (relatively) simple matter to make some kind of lighting apply to the other situations as well.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Swifty on April 22, 2015, 12:12:40 pm
Thank you so much for contributing this and giving the builds a whirl. This is a great first pass!
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Jackho on May 07, 2015, 04:59:21 pm
Hello,
I'm trying these new assets and honestly it feels awesome, really, you made a great job.  :yes:  :nod:
However, I noticed that ships in the targeting control part of the HUD seem not to appear as they should, so I want to submit some screenshots which explain better than I'd do what happens. Just have a look at bottom left corner:
- PBR build and mvps
(http://lorinas.no-ip.org/~jack/freght1_pbr.png)
(http://lorinas.no-ip.org/~jack/freght2_pbr.png)
(http://lorinas.no-ip.org/~jack/station_pbr.png)

- 3.7.2 final and MediaVPs_2014
(http://lorinas.no-ip.org/~jack/freght1_norm.png)
(http://lorinas.no-ip.org/~jack/freght2_norm.png)
(http://lorinas.no-ip.org/~jack/station_norm.png)

I removed any extra parameters I used to add, just to be sure. Although station is ok, this doesn't look like a desired rendering, does it?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Swifty on May 07, 2015, 05:41:28 pm
That's expected behavior since the target box renders the model with no lighting. The diffuse maps are black in a physically-based renderer when expressing a metallic material since metals don't have much of a diffuse response IRL. This is expected behavior but something that will have to be fixed later down the line.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Jackho on May 08, 2015, 06:06:14 am
I see,

So, for the time being, what lighting parameters would you advise to use with pbr build? What are yours?
Right now I'm using none because it gets really dark otherwise.

 :v-old: A+
Jack H.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Swifty on May 08, 2015, 12:52:45 pm
That's a good question. One that I can't answer quite yet as this is stuff is still experimental. :P

The problem with having physically-based rendering with a lot of ships made of metallic materials is that there's no diffuse response for those materials meaning the effects of ambient and diffuse light are negated. And this being space, there's not much contribution of light from environment backgrounds.

As a result, I don't think there's a command line solution for this but someone can correct me if I'm wrong. And I don't know if there's a programmatic solution on my end beyond increasing the intensity of directional lights and increasing the intensity of environment maps (until I introduce some sort of support for HDR cubemaps). This may be something the artists will have to solve, namely, being less liberal with metallics and keeping the gloss not so high so specular highlights are wider so we can keep less of the ship darkened.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: mjn.mixael on May 08, 2015, 01:38:45 pm
Well, an additional problem is that newer textures won't work well with older builds. And since the PBR stuff is still in development, the way you make textures may change a bit by the time it's in a final release. So if you are currently texturing a model and want people to use it right away in mods, then you'll likely need to texture it the way we have been and then update it later when PBR is finalized in the release branch of SCP.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Jackho on May 14, 2015, 09:24:10 am
So,

From what I understand this means every single mod would have to update their mvps so that they could use PBR code unless they use MediaVPs_2014 assets?
I guess it's hardly going to happen as there are a lot of them out there.
Oh my god if true then I just want to die!  I just spent the night playing with the all new nightly build with hdr code included. For the first time I saw my fighter's shadow on a ship. I didn't even have a clue that would make a so enjoyable atmosphere until now!
Moreover I can't make up my mind anymore: will I play build from master with everything lighting and shadows or this PBR build with all these gorgeous metallic and glowing effects?
Now novice question : Would there be so much work to base your code off of the latest builds so that everybody gets best of both world?
Your work makes me wonder why I didn't choose coding as a career. I tried to dig in fred and some files, this all looks like chinese to me!
I know you have a life outside freespace world (we all have) but please, please do not let you ever think what you're doing is not worth the time you spend doing it. Please! Ever!
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The Dagger on May 14, 2015, 10:28:29 am
Sorry, but you are mixing things up.
The SCP provides the engine (the code, i.e. the .exe file) while FSU improves the retail assets (models, textures, etc..., i.e. the .vp files). These are totally different skillsets.
PBR builds are engine improvements. To work properly, they require new assets (to have a phisically based rendering you'll need reflectance maps). They can also still use the old shinemaps but the result is a less impressive, though still good looking. Finally, glows and shadows are up to the engine and independent on the mediavps. You can use any mediavps version with the latest nightly, but only the latest will take advantage of the new features.
Once PBR is final (which it isn't for now), FSU will upgrade the maps to take advantage of it (though it'll take time, there's lots of maps...). Once that work is completed, all you'll have to do as a user for other mods relying on the mediavpss to take advantage of the improved assets is to point their mod.ini to the new mediavps version, though that will be at your own risk (as has always been).
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: BirdofPrey on May 14, 2015, 10:58:34 am
glows and shadows are up to the engine and independent on the mediavps.
Glow maps, glow points or both?

Anyways, is there anything someone wanting to learn how to texture can help, or would my noob fingers just screw the conversion up and not learn a thing about how texture maps work/interact?  (anticipating negative response, but hope to be surprised)
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: mjn.mixael on May 14, 2015, 11:11:03 am
I think it's a little early to start a true effort to convert our maps for PBR builds. The builds aren't even final yet.

EDIT: Don't get me wrong. If someone wants to start messing around to see what it can do, then go for it. I think it's just a little too early still to start a specific effort to try and create a set of finalized maps for an incomplete feature set.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: BirdofPrey on May 14, 2015, 11:15:36 am
Didn't say I wanted to start now.  I know very well things might change between now and release, and besides that, if it were something I were to be competent enough to work on, I'd probably wait for a decent materials database to be built up (which means someone else would have to redo a few ships of each race first).

I was just wondering if it's something I could even be useful doing.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: AdmiralRalwood on May 14, 2015, 01:04:47 pm
Two points of potential confusion I'd like to clear up:
I just spent the night playing with the all new nightly build with hdr code included.
The new Nightly builds do not have HDR (or PBR) capabilities. What they have is deferred lighting and soft shadows.

Moreover I can't make up my mind anymore: will I play build from master with everything lighting and shadows or this PBR build with all these gorgeous metallic and glowing effects?
Now novice question : Would there be so much work to base your code off of the latest builds so that everybody gets best of both world?
Additionally, the PBR renderer is based off of the deferred lighting and soft shadows renderer, so it already has "the best of both worlds".

Now, existing PBR builds are a bit outdated, because they're based on 3.7.1. However, Swifty has a new repository that's forked from the official SCP repo; its pabst_bleu_ribbon (https://github.com/SamuelCho/fs2open.github.com/tree/pabst_bleu_ribbon) branch is based on master (3.7.3) instead of 3.7.1. Now, at the moment, it's a few commits behind (the three most recent pull requests haven't been merged yet), but it's still much more up-to-date than the old PBR builds.

For those of you who can't (or don't want to) compile your own builds, I've just rebuilt mine: SSE2 (http://deviance.duckish.net/downloads/fs2_open_HDR_SSE2.7z) and AVX (http://deviance.duckish.net/downloads/fs2_open_HDR_AVX.7z)
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Jackho on May 15, 2015, 01:54:27 am
Hmm,
Thank you both for your clarifications. Unfortunately I might not totally get the picture yet. Like I said it's all chinese to me  :drevil:
If I'm correct:
- PBR build is an improvement from the SCP build (ie the nightly ones) so everything SCP engine can do, PBR engine can do it too
- this improvement allows use of reflectance maps which are not originally in the assets (mvps) so one has to add them like Shivan Hunter's (http://www.hard-light.net/forums/index.php?topic=89583.msg1785731) one
- any mod which make use of such modified asset can take advantage of the PBR improvements

Right?

So why can't I see shadows like in the latest nightly when I run the PBR build (or it's me maybe? Nah I'd have noticed them) ?
What are the differences between HDR and PBR (acronyms kill me) if they are at all comparable?

For those of you who can't (or don't want to) compile your own builds, I've just rebuilt mine:...
Nice! I was waiting for this one
EDIT : it has all of it! you are the man!  :yes:  Ok now I get it, I just needed a more recent build
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The E on May 15, 2015, 02:29:01 am
What are the differences between HDR and PBR (acronyms kill me) if they are at all comparable?

HDR = High Dynamic Range. This is something games have been doing for a few years now. It's a technique to simulate the way the eye reacts to contrasts; before it became practical to do this, games had to use a very linear lighting model. Take a look at this video (https://www.youtube.com/watch?v=cKCOFII6oZs), and see how the contrast changes when the sun is in view.

PBR = Physically Based Rendering. This is a very new technique that allows realtime renderings to be more accurate to physical reality. Right now, FSO's rendering is a very approximate affair; it's using algorithms to produce results that almost look like real light, but are fast enough to be executed in realtime. These algorithms have a few flaws however. For example, if you look at the total amount of light a surface receives, and sum up the total amount of light it reflects, you will frequently find that the reflected amount is larger than what it received originally; This is of course completely absurd.
PBR lighting algorithms fix this by actually taking energy conservation into account. This has a whole range of further effects, chief among them the ability for texturers to create materials that actually look like physical materials. Right now, every surface in FSO looks the same. With PBR, this can be changed so that some surfaces look like metal, others like plastic, whatever the artist wants to do. Look this post by Swifty (http://www.hard-light.net/forums/index.php?topic=89551.0) to see what this means.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: AdmiralRalwood on May 15, 2015, 02:44:48 am
Since The E covered the definitions of HDR and PBR so well, I'll just go over your list real quick:

- PBR build is an improvement from the SCP build (ie the nightly ones) so everything SCP engine can do, PBR engine can do it too
Well, they're both under the umbrella of the Source Code Project; pabst_bleu_ribbon is just a separate branch from the master branch that Nightly builds are made from. But, basically, yes: the PBR branch should generally add to the features in master.

- this improvement allows use of reflectance maps which are not originally in the assets (mvps) so one has to add them like Shivan Hunter's (http://www.hard-light.net/forums/index.php?topic=89583.msg1785731) one
One doesn't have to add reflectance maps; the PBR builds should continue to work with non-PBR assets.

- any mod which make use of such modified asset can take advantage of the PBR improvements
Yup! Probably not worth doing at this stage, though, since the PBR branch is still very early; exactly what the asset pipeline for PBR will be is still indeterminate. If a modder goes through the trouble of making PBR-specific assets right now, they'll probably need to be remade (or at least tweaked) once the PBR branch advances further.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Jackho on May 15, 2015, 11:16:15 am
All right!

This time everything's clear to my mind, thank you people and also thanks for the youtube link although I should've google it myself in the first place.
I'm very pleased especially since the last AdmiralRalwood's build makes rendering as I expected it to be, big up!

Now last question, I used to add -bloom_intensity and -no_emissive_light parameters but now these don't modify anything (at least I can see nothing changed), so I guess they're not useful anymore. Can you plz confirm that or not?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: AdmiralRalwood on May 15, 2015, 04:34:21 pm
-bloom_intensity currently does nothing in PBR builds beyond turning it on and off (IIRC, any non-zero value is treated as... 60? 70? Something in that ballpark). Not sure about -no_emissive_light, but it does seem like the sort of thing PBR wouldn't use.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Vrets on June 20, 2015, 11:10:40 am
Your download link is too trollish for my computer to handle. I cannot download no matter how many times I click (either one) of the blue download links.

What is wrong with my computer...you most make an update
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Shivan Hunter on June 22, 2015, 03:11:09 pm
****, I'm up to 100% of monthly bandwidth again. Box really needs to let downloaders know that's what the problem is. Dunno how that happened, I haven't gotten nearly as many downloads on stuff recently as when I release them... unless Box Sync counts toward bandwidth but even then idk.

If anyone has the file and wants to mirror it on FSMods or some other site that would be great.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Vrets on July 03, 2015, 09:22:03 am
Oh, the tragedy. I will never experience the glory of PBR reflexotron maps.

This is a clear sign that I need to change my life. Hit the gym, stop drinking, start an ultimate frisbee team, etc
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: ngld on July 06, 2015, 08:05:04 pm
I noticed that you can still download the file through box's mobile site.
I've uploaded it here: https://cloud.gruenprint.de/dl/hlp/pbr_mvps.7z
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Vrets on July 06, 2015, 08:30:04 pm
I noticed that you can still download the file through box's mobile site.
I've uploaded it here: https://cloud.gruenprint.de/dl/hlp/pbr_mvps.7z

You're a true hero, thanks. At last I can share in the PBR reflexivity experience.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The E on July 17, 2016, 01:44:22 am
:bump:

since PBR has made its way into nightly builds, let's get some more eyes on this:

Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 17, 2016, 08:46:13 am
:yes: :yes: :yes: looking sharp!
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Colonol Dekker on July 20, 2016, 04:31:00 am
Is there any of this available through the freespace installer default executables installed ?





Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The E on July 20, 2016, 04:36:12 am
No. The builds that do this are the current nightly ones (which we do not put on the installer for obvious reasons), and the textures necessary are part of the mod linked to in the first post (assuming the link is still up, if it isn't, drop a note here and I'll reupload it somewhere else)
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Colonol Dekker on July 20, 2016, 11:20:52 am
Will do. Appreciate the prompt response :yes:
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 20, 2016, 11:42:01 am
So quick question, how many of the ships are currently PBR "ready", as in, sufficient quality wise? 10%? 20%?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: AdmiralRalwood on July 20, 2016, 11:56:22 am
So quick question, how many of the ships are currently PBR "ready", as in, sufficient quality wise? 10%? 20%?
Well, first define "sufficient quality wise". None of these ships, for example, have -ao maps.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 20, 2016, 12:35:29 pm
-ao maps... those are the ambient occlusion maps right? Ahh, I can see loads of obvious problems stemming from the very existence of those.... but nevermind that wasn't my question. My question was concerning PBR maps. Obviously ships will have to have a new set of maps that will deal with metals and whatnots in a very different manner than the previous diffusion maps. Or are you guys planning some naughty shortcuts here?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 20, 2016, 01:02:11 pm
You'll need to tailor and mask the parts of the textures in different ways to get proper results. This is because PBR treats Dielectrics and Metals differently. I'm actually working on a guide for it atm, should be ready for a preliminary release soon.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: mjn.mixael on July 20, 2016, 03:31:38 pm
I would be interested in getting a small team motivated to work through the current MediaVPs assets so that we can begin working toward a PBR release for when PBR hits a final build release.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 20, 2016, 04:20:39 pm
I would be interested in getting a small team motivated to work through the current MediaVPs assets so that we can begin working toward a PBR release for when PBR hits a final build release.
I'd be down for that.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: mjn.mixael on July 20, 2016, 04:40:50 pm
Finish your tutorial so others can learn the basics, then we'll talk. :)
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 24, 2016, 06:52:59 pm
Tutorial is almost finished. Right now it mostly just covers the basics of PBR maps in FSO specifically, with a reference to a proper source for the science and reasoning behind many of the decisions one takes when designing PBR assets. In the mean time, have a more accurate PBR Medusa.
(http://puu.sh/qdeLJ/30e46ad81f.png)
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Buff Skeleton on July 24, 2016, 07:56:58 pm
Holy ****. I have always liked the Medusa, but man that model takes it to a whole new level.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Skarab on July 24, 2016, 11:36:20 pm
DahBlount if you can, would you post a short vid of that model, maybe taken from ship lab, with a little motion going on so we can see the way lighting plays across the surface?  That motion will show off a lot better what you've done than a still picture. Or, even better, release the precious to us! :D
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 25, 2016, 05:44:34 am
Love dat Medusa. Love it.

Just small question: what can I say to my brain watching that model about those non-metal parts? What are they made of, if not metal?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 25, 2016, 05:52:50 am
Love dat Medusa. Love it.

Just small question: what can I say to my brain watching that model about those non-metal parts? What are they made of, if not metal?
Anything that isn't a metal is known as a dielectric. Things like wood, paint, rubber, plastic, organics, gemstones, etc.

In this case, the blue portions of the medusa are painted metals, which are primarily treated as paints.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 25, 2016, 06:05:08 am
Thanks. It rocks!
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 25, 2016, 08:20:25 am
DahBlount if you can, would you post a short vid of that model, maybe taken from ship lab, with a little motion going on so we can see the way lighting plays across the surface?  That motion will show off a lot better what you've done than a still picture. Or, even better, release the precious to us! :D
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: 666maslo666 on July 25, 2016, 08:43:36 am
The lighting looks a bit flat. Is that due to high ambient factor?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Luis Dias on July 25, 2016, 08:46:06 am
Yes. Otherwise, it's stunning.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: DahBlount on July 25, 2016, 12:07:51 pm
The lighting looks a bit flat. Is that due to high ambient factor?
Yes actually. Here's a reupload with a better ambient factor.

Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Buff Skeleton on July 25, 2016, 04:55:15 pm
These models, looking at the pilots inside the cockpit (what do you think the copilot's role for a Medusa is, by the way?)... really helps you appreciate the scale of the ships in Freespace.

Ingame, fighters and bombers look pretty small, no bigger than a car maybe. But when you look at the actual scale based on the humans you can see, it becomes obvious that a bomber is ENORMOUS, and a Fenris cruiser is a proper starship you could live on for months, and an Orion is more like a mobile space station. Impressive stuff.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Phantom Hoover on July 25, 2016, 07:55:15 pm
The fact that everything in Freespace looks way too small is an interesting problem, and I do sometimes wonder how the blame breaks down between the giant default FoV, the enormous modelled cockpits and the simple lack of any real reference for scale.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Buff Skeleton on July 25, 2016, 09:09:49 pm
Hell, I had to bust out FRED to get a size comparison to confirm my suspicions on how many fighters could actually fit inside an Orion. I figured two or three wings would be the maximum, but it turns out... probably a ****load:

http://i.imgur.com/KUBcQC7.jpg
http://i.imgur.com/FKhtwqF.png

...though maybe not hundreds.

Also interesting how the Hecate is nearly the same size as an Arcadia, and the Sathanas is SO much bigger than the Colossus. I thought they were close to the same size, but NOPE:

http://i.imgur.com/gp0mTjX.png
http://i.imgur.com/OAoxLX3.jpg

Seeing a Sathanas up close in real life would definitely be a change-of-shorts situation, that's for sure.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Spoon on July 25, 2016, 09:43:16 pm
While the new medusa is undeniably incredibly good looking. I do feel like the front and bottom side looks too much like christmas tree now. Does it really need so many glowpoints?
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Skarab on July 26, 2016, 12:18:30 am
What you think terrans don't still celebrate Christmas in freespace? Scrooge.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: Phantom Hoover on July 27, 2016, 11:13:03 am
Download link in the OP is broken.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: The E on July 27, 2016, 11:24:34 am
I've uploaded the pack to the BP FTP and changed the link in the OP.
Title: Re: [RELEASE] shiny spaceships: some reflectivity maps for PBR builds
Post by: technopredator on September 02, 2017, 12:08:42 am
Thank you but how do I install this? I got answered here: http://www.hard-light.net/forums/index.php?topic=91262.msg1854120#msg1854120