Author Topic: Physically-Based Rendering Builds  (Read 59344 times)

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Offline AdmiralRalwood

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Re: Physically-Based Rendering Builds
Is this the first set of PBR assets done since the new texture types were added?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline DahBlount

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Re: Physically-Based Rendering Builds
Afaik, yes. I haven't gotten around to making an -unlit map and separating the AO from the diffuse, but that's fairly simple compared to all the work involved in converting the old -shine maps to proper -reflect maps. I have to include every bit of detail that should have a different gloss value in the alpha channel or else it won't look right.

Update: More work, the reflections now accurately take into account the color and material of the surface, also did more work on the gloss mask.


Update 2: Have a vidya.
« Last Edit: March 06, 2016, 04:40:02 pm by DahBlount »
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Skarab

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Re: Physically-Based Rendering Builds
Looking awesome... nice pick using one of the best looking models in the game to do this.

 

Offline DahBlount

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Re: Physically-Based Rendering Builds
Hades asked me to recolor the Medusa a bit. Now it's a metallic blue instead of the greenish gray it was before.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline niffiwan

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Re: Physically-Based Rendering Builds
niiiiice, this should be reposted to Celebration of Freespace :)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Kobrar44

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Re: Physically-Based Rendering Builds
Soooo pretty, and only 50$!
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Swifty

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Re: Physically-Based Rendering Builds
That's looking real good.

 

Offline Cobra

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Re: Physically-Based Rendering Builds
Hades asked me to recolor the Medusa a bit. Now it's a metallic blue instead of the greenish gray it was before.


I have the most awkward boner right now.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Solatar

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Re: Physically-Based Rendering Builds
Trying to compile the latest PBR builds (since the ones in this thread seem to be out of date). Do I need MSVC 2010 to compile from Swifty's branch (that's the latest version I see), or am I just missing the pabst_bleu_ribbon branch somewhere?

Context: I downloaded MSVC 2015 several hours ago, and successfully compiled a build from master for the first time about 30 minutes ago. Google is answering most of my questions about visual studio, but this is so specific to FSO that I can't find a solution.

Badass bomber by the way. I want to like the canon color better, but damn that blue looks sexy.

 

Offline niffiwan

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Re: Physically-Based Rendering Builds
You don't need MSVC2010; I'd recommend using 2015 Community edition since it's the most recent and it'll allow you to compile FRED as well.

To compile a PBR build, you need to get this branch: https://github.com/SamuelCho/fs2open.github.com/tree/physically_based_rendering

In general git terms; you need to:
1) Add Swifty's fork as a remote
2) Checkout the branch
3) Compile per normal

(both are quite easy to do with SourceTree; which is the git tool I use most on Windows)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Solatar

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Re: Physically-Based Rendering Builds
I was looking in scp-fs2open for a pbr branch, which explains why I didn't find it.  :nervous: Thanks for the link to the fork, I didn't know that existed. Worked perfectly in 2015 Community Edition; super easy. Thanks!

 

Offline Bryan See

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Re: Physically-Based Rendering Builds
Has the PBR merged into the nightly builds already?
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Full Projects:
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I've been under attack by Tiger Parents like Jennifer Pan...

 

Offline DahBlount

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Re: Physically-Based Rendering Builds
No it hasn't.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 

Offline Swifty

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Re: Physically-Based Rendering Builds
At this point I'm just waiting for the RC cycle to finish so someone will finally give it approval to merge in. At the moment I'm currently just working on bringing FSO to OpenGL Core compliance.

 

Offline Bryan See

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Re: Physically-Based Rendering Builds
And what of Vulkan API support?
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Full Projects:
Shattered Stars

Campaigns:
Lost in the Mist - Cyrene vs. Psamtik
FreeSpace: Reunited

Ships:
GTS Hygeia, GTT Argo, SC Raguel

Tools:
FSO TC/Game template

I've been under attack by Tiger Parents like Jennifer Pan...

 

Offline AdmiralRalwood

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Re: Physically-Based Rendering Builds
And what of Vulkan API support?
Nobody's written it yet.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Swifty

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  • I reject your fantasy & substitute my own
Re: Physically-Based Rendering Builds
We're in no position to even consider Vulkan right now when we don't even have OpenGL Core working.

 
Re: Physically-Based Rendering Builds
Umm, so, coming into this blind. All I know is these screen shots are really cool.

Is this an extra modification to Freespace Media VPS 2014? Some new lighting setting? What is the secret ingredient?

 

Offline niffiwan

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Re: Physically-Based Rendering Builds
It's a separate build of FSO. Download it from the 1st post, and run it like any other build.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Mito [PL]

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Re: Physically-Based Rendering Builds
Firstly, now I can't imagine playing Freespace without PBR. Thanks!
Secondly, about that bug: it also tends to screw up shield gauges, and having binary shield indicators is... at least annoying. Since it was been fixed... When do we, mortals who don't know how to compile FSO, get a nice and pretty upload of the fixed version?
That bug happens on ed2bbc35 build.
How do you kill a hydra?

You starve it to death.