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Posted

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.

Posted

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.

Posted (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 by TheGuma
Posted

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
Posted

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?

Posted

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. 

Posted (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 by nicoreda
Posted (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  :v  looks awesome 

Edited by tr0nic
Posted

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).

Posted (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).

 

 
 
lightscale is to change where envmap will do effect. I think it use hdr but I'm really not sure.
 
Edited by nicoreda
Posted
Updated Resort materials to include phong:
 
 
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:

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