A New Shading Model
- rogue518
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This is awesome blue_max…….
Sincerely, Rogue518
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- Trevor
- Posts: 541
- Joined: Thu Dec 04, 2014 7:11 pm
Very nice.
Good to know there is scope to do these effects in ddraw. Its amazing what the rendering engine is able to do with the old game base
Trev
Good to know there is scope to do these effects in ddraw. Its amazing what the rendering engine is able to do with the old game base
Trev
- AngeI
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- Joined: Sun Jan 24, 2016 5:27 pm
This is gorgeous, great work! Is this replacing the previous SSDO/SSAO work you did? If so does it resolve the issue where when you look straight up or down on a ship, the textures go very dark?
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Thanks for your comments guys.
I've partially (mostly) fixed the problem you reported in SSDO when looking vertically, AngeI. The surfaces still become a little dark; but not as much. But yes, the intention is that this new Shading Model will eventually replace/complement the existing SSDO/SSAO. For the first release of these shaders, I'm going to add a new mode that is just a regular deferred renderer without SSAO/SSDO. All the screenshots I've posted here were taken with SSAO/SSDO disabled and I think it looks good enough to be its own setting.
I believe I can combine SSAO with this shaders in a very straightforward way (SSAO will be come the ambient component in Phong's shading equation).
For SSDO, however, I've got two options: combine it with this model as if it were SSAO, or rewrite it altogether to make it technically correct. When I wrote SSDO I had to take a few shortcuts because I didn't have access to the smooth normals. But now that we have overcome this problem, I can go back and revisit all the equations and fix it properly. This step will take a while, though. So that's why I plan to release the deferred shader mode first.
I've partially (mostly) fixed the problem you reported in SSDO when looking vertically, AngeI. The surfaces still become a little dark; but not as much. But yes, the intention is that this new Shading Model will eventually replace/complement the existing SSDO/SSAO. For the first release of these shaders, I'm going to add a new mode that is just a regular deferred renderer without SSAO/SSDO. All the screenshots I've posted here were taken with SSAO/SSDO disabled and I think it looks good enough to be its own setting.
I believe I can combine SSAO with this shaders in a very straightforward way (SSAO will be come the ambient component in Phong's shading equation).
For SSDO, however, I've got two options: combine it with this model as if it were SSAO, or rewrite it altogether to make it technically correct. When I wrote SSDO I had to take a few shortcuts because I didn't have access to the smooth normals. But now that we have overcome this problem, I can go back and revisit all the equations and fix it properly. This step will take a while, though. So that's why I plan to release the deferred shader mode first.
- AngeI
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- Joined: Sun Jan 24, 2016 5:27 pm
Sounds great, keep up the awesome work and can't wait to try it all out!
- blue_max
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The New Shading Model was included in the latest release (1.1.1) which can be downloaded here:
EDIT: Fixed the POV hat/keypad issue reported below
https://www.dropbox.com/s/3dz5egxfboeg4 ... 1.zip?dl=0
A few more screenshots:
In this release, material files can be used to specify materials per texture per OPT. Future releases will include support to sideload additional textures to define material properties through textures.
SSAO and SSDO work in this release. I've fixed a few bugs in SSDO; but it's still not 100% correct. I'm working on fixing it right now.
EDIT: Fixed the POV hat/keypad issue reported below
https://www.dropbox.com/s/3dz5egxfboeg4 ... 1.zip?dl=0
A few more screenshots:
In this release, material files can be used to specify materials per texture per OPT. Future releases will include support to sideload additional textures to define material properties through textures.
SSAO and SSDO work in this release. I've fixed a few bugs in SSDO; but it's still not 100% correct. I'm working on fixing it right now.
You do not have the required permissions to view the files attached to this post.
Last edited by blue_max on Tue Mar 03, 2020 6:45 pm, edited 1 time in total.
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what if anything are you doing for antialiasing? I'm not seeing much aliasing in your shots, but IIRC MSAA is disabled when using SSAO/SSDO. Are you using something like FXAA or super sampling AA? The jaggies I am getting are a bummer
- rogue518
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blue_max.... thanks for the latest files saw them this morning about 05:30 EST downloaded it will install it when I get home from work....
Edit: This is AWESOME!!!! I was really impressed with the Imperial Hangers and Imperial star fighters, the metallic look it has, Xwing Alliance has a whole new environmental feel to it now, in my opinion...
Sincerely, Rogue518
Edit: This is AWESOME!!!! I was really impressed with the Imperial Hangers and Imperial star fighters, the metallic look it has, Xwing Alliance has a whole new environmental feel to it now, in my opinion...
Sincerely, Rogue518
Last edited by rogue518 on Sat Feb 29, 2020 4:24 pm, edited 6 times in total.
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- blue_max
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I'm not using any form of antialiasing. The original screenshots are in 4k; but I downsize them to 2k before posting because the original files are too large. I think the process of downsizing also smooths out some of the jaggies -- so I'm sorry if that gave the wrong impression.
I have received several comments about MSAA, so I'm going to try and fix that in the next release.
- keiranhalcyon7
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That's basically how SSAA/FSAA works. Oversample and downscale.blue_max wrote: ↑Thu Feb 27, 2020 6:29 pmI'm not using any form of antialiasing. The original screenshots are in 4k; but I downsize them to 2k before posting because the original files are too large. I think the process of downsizing also smooths out some of the jaggies -- so I'm sorry if that gave the wrong impression.
Fast approXimate AA is faster than multisampling AA? Who'd have guessed?
Snark aside, it would be a cool option to have.
- blue_max
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Well, I didn't know what it was just yesterdaykeiranhalcyon7 wrote: ↑Thu Feb 27, 2020 9:36 pmFast approXimate AA is faster than multisampling AA? Who'd have guessed?
- DTM
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Wonderful work!!!!!
This patch is significantly improved. A beauty for the eyes!
This patch is significantly improved. A beauty for the eyes!
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- rogue518
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Blue_max I did notice one minor little problem with this awesome shader... when using your joystick (hat) you can't scroll down in the cockpit.
Sincerely, Rogue518
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- Vince T
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Same goes for the keypad. It only lets you look for a tiny bit in each direction before snapping back to center view.
Of course, target-follow view still works.
Of course, target-follow view still works.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- rogue518
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Thanks General Trageton, forgot about that part...
Sincerely, Rogue518
you are correct.
General Trageton said:
It only lets you look for a tiny bit in each direction before snapping back to center view.
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- blue_max
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- Joined: Wed Mar 20, 2019 5:12 am
Thanks for reporting the bug, I'll fix it.
EDIT: I've fixed the problem. It was a bug in the cockpit look hook. The new version of the hook can be downloaded here:
https://www.dropbox.com/s/mz979e2q6vdgk ... 2.zip?dl=0
But I've also updated the link to version 1.1.1 above
EDIT: I've fixed the problem. It was a bug in the cockpit look hook. The new version of the hook can be downloaded here:
https://www.dropbox.com/s/mz979e2q6vdgk ... 2.zip?dl=0
But I've also updated the link to version 1.1.1 above
- rogue518
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Thanks blue_max…. it's working.....
Sincerely, Rogue518
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- Vince T
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Hmmm I'm having some trouble with the new ddraw package. The models themselves look great, however the UI overlays and other 2D effects are having problems:
- The transparent parts of HUD elements put an addition effect over any 3D objects, brightening it
- Engine glows have a rectangular bounding box
- The inside of lasers is black or transparent
I'm using the files 1:1 as they come out of the zip. Am I doing something wrong?
Here's some images:
- The transparent parts of HUD elements put an addition effect over any 3D objects, brightening it
- Engine glows have a rectangular bounding box
- The inside of lasers is black or transparent
I'm using the files 1:1 as they come out of the zip. Am I doing something wrong?
Here's some images:
You do not have the required permissions to view the files attached to this post.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- blue_max
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You should not be seeing these artifacts, GT. Are you perhaps running on Win7? Did you turn anti-aliasing on?
- keiranhalcyon7
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Whoa whoa whoa - slightly OT, but you see in GT's image where the radio message is displayed, how the overlay is all saw-toothed? Justagai/Jeremy, any idea what's causing that? Seeing it, I suspect it may be (or share) the root cause of the font corruption when HUD scale is >= 1.5. (GT, what's your HUD scale value?)
- rogue518
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blue_max and General Tregoton, just to be clear.... I just installed the hook ( Cockpitlook) package...
Sincerely, Rogue518
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'