Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scooby_Doo on August 30, 2016, 03:33:32 am

Title: Getting up to speed
Post by: Scooby_Doo on August 30, 2016, 03:33:32 am
Ok so I've been gone a while and looks like things have changed a bit.  I know you've got PBR working (I've been using that with Unreal and Substance Painter for a while now so that's nothing new to me).

A few questions....
I'm borrowing modelling features/tricks from Star citizen and...

1. Is it possible to have layered textures(aka detail textures)?  (i.e. a base repeated tile and a more detailed version, in my case a base hull texture and a scratches texture layered over it)

2. Is it possible to program the shader to use only a normal map (aka a normal decal)? or at least support multiple uv channels (channel 1 for the top normal texture, channel 2 for the projected lower hull channel)  That way you can use decals (not the logo decals that FS used) to create detail on the hull.  This is very useful for creating hi-res panels that don't cost an arm and a leg texture memory wise.

3. Any support for multi-uv channels?  I know the pof editor didn't support it at one time, don't know if that's changed

I know animation is still far away some I'm not going to bother about that.

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Title: Re: Getting up to speed
Post by: The E on August 30, 2016, 03:43:21 am
All of those features require multiple UV channels, which neither the engine nor the POF format support at this time.
Title: Re: Getting up to speed
Post by: Scooby_Doo on August 30, 2016, 08:10:06 pm
That's what I was afraid of...
Is there any wishful timeline for that?

Edit: I think there's a way around it with the decals... however.... it's not very efficient and won't work with hull textures that have diffident patterns.  Basically have a decal sheet for each hull texture (like I said.. not very efficient)
Title: Re: Getting up to speed
Post by: The E on August 31, 2016, 03:48:36 am
To the best of my knowledge, noone is currently working on this. Be aware that we are currently in the process of changing quite a lot of things under the hood of our renderer; our priority right now is to get that done and fix all the minor bugs we can find.
Title: Re: Getting up to speed
Post by: Scooby_Doo on August 31, 2016, 07:12:13 pm
Good to hear they're finally updating the renderer.  I take it it's a pre-cursor towards a material system?  Now that I've been using Unreal it's a really nice feature.  Also I assume it's possible to convert shaders from one engine to another (with exceptions)?
Title: Re: Getting up to speed
Post by: Scooby_Doo on September 02, 2016, 02:21:21 am
I'll add a feature request here, so I don't forget it.  Since roughness, metallic and opacity (and/or bumpmap) is a greyscale value,  3 to 4 for those can be combined into one RGBA image.  This would help cut back on load times and memory usage.  You'd have to use a shader to extra that but that shouldn't be hard at all, just extract the correct RGBA value.
Title: Re: Getting up to speed
Post by: DahBlount on September 02, 2016, 09:45:05 am
I'll add a feature request here, so I don't forget it.  Since roughness, metallic and opacity (and/or bumpmap) is a greyscale value,  3 to 4 for those can be combined into one RGBA image.  This would help cut back on load times and memory usage.  You'd have to use a shader to extra that but that shouldn't be hard at all, just extract the correct RGBA value.
We don't use Roughness and metalness, we use Specular and Gloss. The -reflect extension contains specular color in the rgb and gloss in the alpha.
Title: Re: Getting up to speed
Post by: Scooby_Doo on September 02, 2016, 03:36:31 pm
I'll add a feature request here, so I don't forget it.  Since roughness, metallic and opacity (and/or bumpmap) is a greyscale value,  3 to 4 for those can be combined into one RGBA image.  This would help cut back on load times and memory usage.  You'd have to use a shader to extra that but that shouldn't be hard at all, just extract the correct RGBA value.
We don't use Roughness and metalness, we use Specular and Gloss. The -reflect extension contains specular color in the rgb and gloss in the alpha.
Isn't Roughness basically the inverse of Gloss.  How goes Specular work then? It looks like it's basically a rgb version of Metal.
Title: Re: Getting up to speed
Post by: DahBlount on September 02, 2016, 04:52:51 pm
Isn't Roughness basically the inverse of Gloss.  How goes Specular work then? It looks like it's basically a rgb version of Metal.
Re: Gloss, yes. Specular is the reflection color of the material. Under the workflow Swifty made for FSO, metals have no diffuse color and colored, high value specular value, while the opposite is true for dielectrics/non-metals. The specular color has influence over both specular highlights and environment reflection color tint.