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Re: Bump mapping for Animated meshes

Posted: Sun May 01, 2016 11:47 pm
by Vectrotek
These kinds of of Octrees..
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Re: Bump mapping for Animated meshes

Posted: Sun May 01, 2016 11:50 pm
by Vectrotek
Octrees! Octrees and Solsirs everywhere!
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Re: Bump mapping for Animated meshes

Posted: Sun May 01, 2016 11:51 pm
by Vectrotek
And that's it.. Good night..

Re: Bump mapping for Animated meshes

Posted: Mon May 02, 2016 12:12 am
by The_Glitch
Did you ever make a fog example I pm you about. I really could use some good fog.

Re: Bump mapping for Animated meshes

Posted: Mon May 02, 2016 12:48 am
by Vectrotek
It still has some issues.. Ill post as soon as its fixed..
Where does "that" character come from?

Re: Bump mapping for Animated meshes

Posted: Mon May 02, 2016 12:58 am
by Vectrotek
Found Tubras!

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SOLSIRS.. brought to you by Vectrotek.
"Specular Occluding Light Specific Image Reconstruction Maps" allow us to hide the
Specular of a given Light from its shadow and works much like Baked Lightmaps except, this solves the
problem of a Light's Specular Highlight moving into the Light's Shadow Area when the Camera moves.
Normal-Vanilla Baked Light maps cannot do this. The Light map serves all
the lights whereas SOLSIRS have the Shadows of Max 4 lights encoded into a
single 32 bit image. (more possible but then 4 bits per light needs to be isolated somehow)
Photoshop etc cannot do this, so a converter would have to be written.

It allows for the Specular Highlight caused by "another" Light to move into the shadow of "this"
Light but hides "this" Light's Specular Highlight from "this" Light's Shadow. (confused?)
An extra bonus is, that no matter what your Normal Map does, it remains physically correctly hidden.

The shader still handles the actual Lighting, Colour and Falloff so there is no Lightmaps here.

The project is a mess so I can't post it yet (someday in the future).

Have a close look below how the Specular of the Blue Light is allowed in the Shadow of the Yellow Light.
Yet the Specular of the Yellow Light is "blocked" by the SOLSIR..
If you looked at the Shadow of the Blue Light then the SOLSIR would block the Blue Highlight and
allow the Yellow Highlight.

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See in the previews how ID's DOOM MMXVI's engine could NOT solve this problem.. Irrlicht now does! (njaha!)

Other issues:
"Mel" shows a cool way to force the Second Set of UVs for a 2TCoord Vertex into the Vertex Colour.
I did this using "*.irrmesh" so now we have Tangents, Binormals and 2TCoords in a vertex.
There is a slight lossy-ness however (float to char) which is not serious for smaller UV maps.
There is a way to force your UVs onto a 256 by 256 grid, but then something must happen in the
packing and unpacking? Or something like that?

It would really be great if Devs on high could bring in something that looks like this for a future standard release:
(it would avoid having to convert from float to char or whatever Mel's magic works with)

Code: Select all

 
 irr::video::S3DVertexTangents2TCoords::S3DVertexTangents2TCoords (f32 x, f32 y, f32 z, f32
                                                                   nx = 0.0f, f32 ny = 0.0f, f32 nz = 0.0f,
                                                                   SColor c = 0xFFFFFFFF,
                                                                   f32 tu,  f32 tv,   // FIRST set of UV Coords..
                                                                   f32 tu2, f32 tv2   // NEW! SECOND set of UV Coords..
                                                                   f32 tanx = 0.0f, f32 tany = 0.0f, f32 tanz = 0.0f, // Tangents..
                                                                   f32 bx = 0.0f, f32 by = 0.0f, f32 bz = 0.0f        // Binormals..
                                                                  ) 
 
I understand why Nadro said that this would be a major effort as it could break up the rest of the engine workings
but it would be quite cool! It'll probably happen eventually.

Re: Bump mapping for Animated meshes

Posted: Thu May 05, 2016 9:58 pm
by Vectrotek
For one solution to Fog, "*.irrmesh", 2TCoords, ImageMixing, and Blender go here:
(after the copied familiar stuff)
http://irrlicht.sourceforge.net/forum/v ... 9&start=15

Re: Bump mapping for Animated meshes

Posted: Sun May 15, 2016 6:23 pm
by Vectrotek
What I want to post doesn't really fit in here anymore so the new stuff will be here..
Get the project..

http://irrlicht.sourceforge.net/forum/v ... 22#p297922

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Re: Bump mapping for Animated meshes

Posted: Wed Jun 22, 2016 11:01 am
by Vectrotek