Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Swifty on January 12, 2018, 01:58:06 am

Title: Relief Mapping
Post by: Swifty on January 12, 2018, 01:58:06 am
Thanks to taylor, we've had normal mapping since the Xt builds. Along with it, we've had support for reading height maps for a while but the shaders never did anything with them.

So I'm pleased to finally announce some formal height mapping support in Freespace. I've coded relief mapping which will finally allow our models to have raised/depressed occluding surfaces not part of the mesh.

Screenies:

Axem's Rahu:
(https://i.imgur.com/JQfMRQ7.png)

Axem's Rahu (Without Relief Mapping for comparison):
(https://i.imgur.com/1XytqGH.png)

Height Maps Are Cool:
(https://i.imgur.com/oDk4xSx.png)

(https://i.imgur.com/bDZvBTj.png)

Win32 Test Build:
https://drive.google.com/open?id=1lcLeNWAk5flAiO90XeiynfAEY0Wl7FpY

Win64 Test Build:
https://drive.google.com/open?id=1bdZ1MmaHjWktoeZo5OKDDRLya7xg5LzJ

WIP Source:
https://github.com/SamuelCho/fs2open.github.com/tree/relief_mapping

No test data included but maybe Axem can post the test models he gave me here (Or give me permission to share them)
Title: Re: Relief Mapping
Post by: Oddgrim on January 12, 2018, 03:04:57 am
ooooh... moar shinys! *grabs build*  :D
Title: Re: Relief Mapping
Post by: niffiwan on January 12, 2018, 03:42:47 am
oooh oooh oooh, very nice sir, thank you!  :yes:
Title: Re: Relief Mapping
Post by: Trivial Psychic on January 12, 2018, 07:57:58 am
Does that mean that damage decals can now cause depressions in a target's hull?
Title: Re: Relief Mapping
Post by: Luis Dias on January 12, 2018, 08:41:21 am
is dis some form of geomod
Title: Re: Relief Mapping
Post by: Swifty on January 12, 2018, 11:06:00 am
Does that mean that damage decals can now cause depressions in a target's hull?

m!m's screenspace decals write diffuse and normals into the gBuffer, no height data. Getting the same occlusion effect in there might be a bit trickier so that's something I'd have to get back to you on.
Title: Re: Relief Mapping
Post by: Axem on January 12, 2018, 12:24:20 pm
No test data included but maybe Axem can post the test models he gave me here (Or give me permission to share them)

I hereby give Swifty S. Swifterson permission to release the test models. (Note to people checking out the Rahu, that isn't quite the final model yet. I have a few small things to change still!)
Title: Re: Relief Mapping
Post by: Nyctaeus on January 12, 2018, 03:49:56 pm
Yes! Freaking yes! Finally! I was waiting for this since I bought Substance Painter :D. Great job guys!

Some of my newer models like Anteros or Schrodinger have heightmaps if anyone is looking for some test subjects.
Title: Re: Relief Mapping
Post by: Bryan See on February 16, 2018, 10:12:35 am
Next up: I hope it will be displacement mapping and tessellation. And real-time environment PBR mapping and lighting.
Title: Re: Relief Mapping
Post by: chief1983 on February 16, 2018, 11:52:35 am
Someone's trying really hard to win Buzzword Bingo today...
Title: Re: Relief Mapping
Post by: tomimaki on February 17, 2018, 08:53:15 am
Could we get non-AVX2 build for win64?  ;)
Title: Re: Relief Mapping
Post by: Nightmare on June 20, 2019, 02:45:12 pm
Anything become of this? There is quite a bunch of ships having Height maps prepared by now...
Title: Re: Relief Mapping
Post by: Galemp on June 21, 2019, 04:33:47 pm
I've always had heightmaps available but that's just because I've used them to generate dumb normalmaps with a GIMP plugin.
Title: Re: Relief Mapping
Post by: Nightmare on June 21, 2019, 04:37:17 pm
There was some discussion on Discord (#SCP) today.