Klems Posted April 29, 2015 Author Report Posted April 29, 2015 Correct me if I'm wrong, but I think the world lights are rendered in lightmaps? Of course! They just happen to be rendered in cubemaps as well. At least, that's how I think it is. When you build cubemaps you can see some glows where lights should be, and you can actually see lights in some reflections in-game. It wasn't like that in previous version of the engine by the way. Quote
leplubodeslapin Posted April 29, 2015 Report Posted April 29, 2015 Yes, what you can do by the way to see the glows, is lowering your screen resolution (for example 1280x720) and choose a cubemap resolution in your map that is too high (256 x 256 for example should be too much). It won't be able to build the cubemaps and there will be an error message in the console. But still, the glows will then be visible ingame. It's a bit useless but yea, whatever. I'd like to be able to change the scale of this glow in order to make big blurred reflections with cubemaps but i don't think you can do that. Quote
TheGuma Posted April 29, 2015 Report Posted April 29, 2015 (edited) So lets sum this up, Phong looks BETTER on large surfaces in my opinion. It looks smoother, shinier. But what about performance? Is this method more performance efficient than cubemap reflections? Should I use it sparingly? I'm very curious, as this could radically increase my map's graphical fidelity. Edited April 29, 2015 by TheGuma Quote
Muffin Posted April 29, 2015 Report Posted April 29, 2015 So lets sum this up, Phong looks BETTER on large surfaces in my opinion. It looks smoother, shinier. But what about performance? Is this method more performance efficient than cubemap reflections? Should I use it sparingly? I'm very curious, as this could radically increase my map's graphical fidelity. I'm actually expecting 3kliskphilip to do an analysis on phong Quote
TheGuma Posted April 29, 2015 Report Posted April 29, 2015 It's quite weird, we were talking about this in the chat 2 weeks before this update came out. We were looking for ways to make a texture reflect light on a world brush rather than a model. Two weeks later, Valve out of nowhere Do we have an undercover Valve employee here? Quote
nicoreda Posted April 29, 2015 Report Posted April 29, 2015 Volvo, please now add tf2 lightmap on models :'( Quote
Skybex Posted April 29, 2015 Report Posted April 29, 2015 A few bits I did testing it out. The wood also uses world reflections so it is definitely possible. And I added phong to the carpet to see if it would reflect other lights and it does not. Seems it will only reflect the environment light. http://i.imgur.com/X4KhzvF.jpg http://i.imgur.com/87CiHVN.jpg http://i.imgur.com/H7Azo6U.jpg Volvo, please now add tf2 lightmap on models :'( Do you have any example pics of this? I tried to look it up when I heard about it but couldn't really find anything. TheGuma, DrywallDreams and Squad 3 Quote
nicoreda Posted April 29, 2015 Report Posted April 29, 2015 (edited) A few bits I did testing it out. The wood also uses world reflections so it is definitely possible. And I added phong to the carpet to see if it would reflect other lights and it does not. Seems it will only reflect the environment light. http://i.imgur.com/X4KhzvF.jpg http://i.imgur.com/87CiHVN.jpg http://i.imgur.com/H7Azo6U.jpg Volvo, please now add tf2 lightmap on models :'( Do you have any example pics of this? I tried to look it up when I heard about it but couldn't really find anything. with -staticproplighting and moonlight tf2 prop http://images.akamai.steamusercontent.com/ugc/714162056291679535/D44098542275FEAD0174D5FE2877C2A8DA1EC156/ here it look weird, but imagine if you can make modular content on source Edited April 29, 2015 by nicoreda Quote
tr0nic Posted April 30, 2015 Report Posted April 30, 2015 (edited) is it wrong if i don't think it looks good? It's mostly a huge bright spot with no details in all of your examples. EDIT: Well nvm looks awesome Edited May 1, 2015 by tr0nic Quote
mendaxyz Posted April 30, 2015 Report Posted April 30, 2015 Does anyone know of a way to have it work with blend textures, so that it only appears on one base texture and not the other? Quote
Skybex Posted April 30, 2015 Report Posted April 30, 2015 is it wrong if i don't think it looks good? It's mostly a huge bright spot with no details in all of your examples. Its kind of the idea, to achieve a look like this http://i.imgur.com/fcQ7sye.jpg http://i.imgur.com/uk2XYk9.png Depending on the angle viewed from, you see reflections of the sun. tr0nic 1 Quote
Single Posted April 30, 2015 Report Posted April 30, 2015 There are some other parameters in the hr_train .vmfs that I haven't seen before as well, like $envmapanisotropy, $envmapanisotropyscale, and $envmaplightscale, perhaps more. Are these new as well? Does anyone know the parameter space? There doesn't appear to be any documentation on the web, but from my testing they definitely have an effect (can post screenshots tomorrow if need be). Quote
nicoreda Posted April 30, 2015 Report Posted April 30, 2015 (edited) There are some other parameters in the hr_train .vmfs that I haven't seen before as well, like $envmapanisotropy, $envmapanisotropyscale, and $envmaplightscale, perhaps more. Are these new as well? Does anyone know the parameter space? There doesn't appear to be any documentation on the web, but from my testing they definitely have an effect (can post screenshots tomorrow if need be). New test: 1 bumpmap http://images.akamai.steamusercontent.com/ugc/714162056290379890/5A0F3D3C0D1050F8888FB8E6C8AE1BE7E947A309/ 2 Bumpmap http://images.akamai.steamusercontent.com/ugc/714162056290380096/00A866F8958ED1DC997C9F3FE89618099EA632BD/ 2 Bumpmap Lowered the second scale http://images.akamai.steamusercontent.com/ugc/714162056290380218/C50A04F45003921626A5B1A3E89EE1B8AE98537D/ $envmapanisotropy 1 scale 0 http://images.akamai.steamusercontent.com/ugc/714162056290362734/0B0A3C7D5FE7DB80C7A21FEDD47A44D5BE13F5C5/ scale 1 http://images.akamai.steamusercontent.com/ugc/714162056290362934/1E03124D0C4584680403550A528C0A8DE69608EF/ lightscale is to change where envmap will do effect. I think it use hdr but I'm really not sure. http://images.akamai.steamusercontent.com/ugc/714162056290342701/E7F5CEA5E115ADCE7E19A00958709C3078356834/ http://images.akamai.steamusercontent.com/ugc/714162056290342899/E34996AF5FD7804C38B8440E9CD002F85B9824F8/ By the way all my screens here http://steamcommunity.com/id/nicoreda2/screenshots/ Edited April 30, 2015 by nicoreda Quote
Yanzl Posted April 30, 2015 Report Posted April 30, 2015 Updated Resort materials to include phong: http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg Some stuff I've learned (don't know if it's been said before): It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps. And bonus: http://i.imgur.com/pbCQ1sa.jpg El_Exodus, 'RZL, Squad and 7 others 10 Quote
Vaya Posted April 30, 2015 Report Posted April 30, 2015 Any noticeable hit to performance? Looks awesome but I don't know if I'd use it if it eats frames. Quote
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