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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nyctaeus on September 11, 2017, 09:39:35 am

Title: Any chances for integration of other PBR texture channels?
Post by: Nyctaeus on September 11, 2017, 09:39:35 am
Quick question.

Roughtness, metallic and height textures.

Will supoort of them be implemented to future FSO revisions? I recently converted a model and it looks soo poor compared to IRay render of Substance Painter. I know FS will never look as good as modern renderers, and IRay is actually not desiged for ingame usage. Anyway lack of channels mentioned above give me less control about the model look at all, and it's stripping it completly from it's deep lighting reflection of the surface. Recently released GTF Hydra suffers from this problem too.
Title: Re: Any chances for integration of other PBR texture channels?
Post by: DahBlount on September 11, 2017, 09:51:01 am
Roughness = inverse of gloss, we've got that in thr alpha channel of the -reflect map. Metalness isn't needed as the specular magnitude (RGB of the -reflect map) accomplishes the same thing. Height maps are feasible, just not within scope of implementation at this time.

You should invert your roughness texture from IRay or whatever, then place that into the alpha channel of the -reflect map.
Title: Re: Any chances for integration of other PBR texture channels?
Post by: m!m on September 11, 2017, 10:13:23 am
What do you mean by "height textures"?

FSO "uses" height textures (they are loaded and passed to OpenGL) but they just aren't used by the shaders. If you mean something like tesselation support then it might be doable but I first need a test-model before I can even think about implementing support for that.
Title: Re: Any chances for integration of other PBR texture channels?
Post by: DahBlount on September 11, 2017, 10:50:20 am
What do you mean by "height textures"?

FSO "uses" height textures (they are loaded and passed to OpenGL) but they just aren't used by the shaders. If you mean something like tesselation support then it might be doable but I first need a test-model before I can even think about implementing support for that.

I assumed he meant displacement textures (which utilize tessellation) as those are usually included with PBR painter programs.
Title: Re: Any chances for integration of other PBR texture channels?
Post by: m!m on September 11, 2017, 10:52:38 am
Tesselation (at least the concept) is actually pretty easy to use so if I had some test data I might be able to figure out how to implement this in FSO.
Title: Re: Any chances for integration of other PBR texture channels?
Post by: Nyctaeus on September 11, 2017, 12:41:35 pm
What do you mean by "height textures"?

FSO "uses" height textures (they are loaded and passed to OpenGL) but they just aren't used by the shaders. If you mean something like tesselation support then it might be doable but I first need a test-model before I can even think about implementing support for that.
https://en.wikipedia.org/wiki/Heightmap

I remember someone actually implemented it via custom shaders and I also remember some screenshots of Karnak by Kobrar44 with working heightmap. I don't know how those things look from coding perspective.

Here (http://www.mediafire.com/file/44k9zzk6u32jh4h/SchrodingerUV-height.dds) is heightmap for Schrodinger (http://www.hard-light.net/forums/index.php?topic=93907.0) if anyone is willing to work on this and need some test asset.