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  21:52:13  14 June 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
06/14/2014 21:52:38
Messages: 1519
Patch 2 for 1.2 Beta - including Thermal Vision preview

The next patch for the Beta release 1.2 of Dynamic Shaders is ready.

Changes
1. Prevention "sky blobs" artifacts created by god rays under certain conditions.
2. New Feature (Preview version): Thermal / infrared vision for specified scopes.

Download
http://www.moddb.com/mods/dynamic-shaders/downloads/dynamic-shaders-12-beta-patch-2-thermalvision

Have fun
  14:08:45  3 June 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
seen it
  01:51:27  3 June 2014
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
Hey Mel, OGSE released some notes about 0.6.9.3 and the shader / engine additions are some to be looked into!

Cheers!
  23:16:28  29 May 2014
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Dynamic Shaders 1.2 Beta - PATCH 1 available!

The announced first patch for the Beta release 1.2 has just been uploaded to moddb and is awaiting authorization:

http://www.moddb.com/mods/dynamic-shaders/downloads/dynamic-shaders-12-beta-patch-1

Cheers
  10:59:45  14 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Thanks again

The parallax shadows are indeed quite interesting. However the well-known shadow bug (dark parallel stripes) kicks in really badly here

I am preparing a first patch for the beta, containing a few hotfixes for the most major issues. In that patch I will probably leave any further improvements out of scope in order to concentrate on stability.

After that patch having been released I shall elaborate which improvements (yours and mine as well as tweaks from others) should be part of a second patch to be released a little later.

So, let me know when you're done with your tweaks!

Cheers
  04:28:02  14 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/14/2014 4:43:16
Messages: 28
Shadows!

Well this is interesting!

Shadows cast off Parallax Surface?

No Shadows
http://steamcommunity.com/sharedfiles/filedetails/?id=259642035

Shadows
http://steamcommunity.com/sharedfiles/filedetails/?id=259641990

Now you will notice the ground shadow to the left changes. I am still playing with the settings to hopefully come up with a middle-ground.

--EDIT-- Dangit, that's SSAO not shadows (I think)
--EDIT2-- Nope, definitely shadow based!
  02:19:11  14 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
Messages: 28

---QUOTATION---
Wow, thanks templargfx for that information and for fiddling with those values! The result looks indeed awesome.

Could you please send me an archive containing the files you modified?
---END QUOTATION---




Here you go (and anyone else)

http://fbe.am/sTv

I have merged my custom common.h with your Dynamic Shader 1.2b common.h so you should be able to just drop this into your current game (that is running 1.2b)

I have increased Q2 a little to give better parallax on those textures with correct displacement maps.

I have also left in my poisson disc with 6 slices. Gives significant increase in performance, but can cause artifacts in SSAO so I have left it commented out.

Tiled Floor
http://steamcommunity.com/sharedfiles/filedetails/?id=259604735
Painted Brick Wall
http://steamcommunity.com/sharedfiles/filedetails/?id=259605799
  23:45:13  13 May 2014
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
05/13/2014 23:45:35
Messages: 1519
Wow, thanks templargfx for that information and for fiddling with those values! The result looks indeed awesome.

Could you please send me an archive containing the files you modified?
  23:16:33  13 May 2014
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890
That looks really good!
  16:06:52  13 May 2014
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templargfx
(Novice)
 
On forum: 05/08/2014
 

Message edited by:
templargfx
05/13/2014 16:15:11
Messages: 28
Parallax Mapping

Over the last week I have been messing with parallax mapping, and finally got decent results. But better yet, I understand how it works now!

The problem it seems has everything to do with the textures, and nothing to do with sky4ce's implementation. Almost all the bump# alpha channels are modified color maps. This means that the height data actually lies around 60-200 on the alpha channel, and not 0-255. It also means they are innacurate representations of height. There are however a few textures with proper displacement maps in the alpha channel, such as the rock wall in Sidorovich's bunker, or the corrugated iron roofing.

This is what the CONTRAST_COEF variables by sky4ce are for. Anything below Q1 or above Q2 is ignored, what is left normalized.

What I did is use Linear Interpolation (lerp) to increase the control of this code so that no data is ignored, but instead the alpha channel is warped to enhance the center. I took values I derived and tested against many textures in GIMP.
The result is much better depth to almost all the textures that use Parallax Mapping in the game, with more defined details and better shapes.


Here is my parallax settings. I have added 2 variables to control the new code. I also updated the explenations

//////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
//////////////////////////////////////////////////////////////

	//Basic Options:
	#define MAX_SAMPLES int(80)		//Maximum amount of samples done to a texture. TMP:Increase if you see slices, decrease for performance
	#define MIN_SAMPLES int(10)		//Minimum amount of samples done to a texture.
	#define PARALLAX_OFFSET float(0.012)	//Height of surface per sample. TMP:Displacement scale. stay low without a texture pack
	#define FINAL_INTERSECTION_LOOPS int(20)	//Amount of additional samples to increase accuracy. TMP:costly. can help with artifacts

	//Performance Options:
	//#define PARALLAX_FADE			//Parllax textures fade back to regular normals with distance; increases FPS and fixes anisotropic filtering. #Disabling this strangely gave me a much higher FPS.
	#define START_FADE float(0.0009)	//Distance the fading starts
	#define STOP_FADE float(0.0014)		//Distance the fading stops, and the texture returns to just using normals.
	
	//Other Options:
	//#define USE_TEXTURE_PACK		//Uses height maps built into texture files, rather than self generating them. 
  //TMP:Height map clearly comes from the bump# alpha channel.
  //#define CORRECT_PERSPECTIVE		//WARNING!!! artifacts will appear if defined TMP:actually incorrects perspective
	#define BRIGHTNESS_COEF float(0.0)	//Added to Texture Height Map before before below are used
	
  //How this works : The original Alpha channel on the texture is warped to enhance the center area of the map, without losing the lower and upper.
  //Most alpha channels are derived from the colour map, and work best with the below settings
  //However a few textures have proper displacement maps (corrigated iron roof) and suffer 
  //Height 0 -> Q1H = 0 -> Q1 from alpha channel
	//Height Q1H -> Q2H = Q1 -> Q2 from alpha channel
	//Height Q2H -> 1 = Q2 -> 1 from alpha channel
  #define CONTRAST_COEF_Q1 float(0.41176)	//alpha channel level normalized to 0..1 (0.35294 = 90 on alpha channel)105
  #define CONTRAST_COEF_Q1H float(0.15) //Height of this level on final map
	#define CONTRAST_COEF_Q2 float(0.62745)	//alpha channel level normalized to 0..1 (0.62745 = 160 on alpha channel)
  #define CONTRAST_COEF_Q2H float(0.85) //Height of this level on final map (Note-most brick textures' "surface" is between 160-200 on alpha channel, lowering this will increase shifting of the bricks)



Here are some screenshots (my steam account is open to public)

Brick Wall Corner
http://steamcommunity.com/sharedfiles/filedetails/?id=259434692
Brick Wall Angle1
http://steamcommunity.com/sharedfiles/filedetails/?id=259434646
Brick Wall Angle2
http://steamcommunity.com/sharedfiles/filedetails/?id=259434661
Tiles Closup
http://steamcommunity.com/sharedfiles/filedetails/?id=259434705
Wood Wall Close
http://steamcommunity.com/sharedfiles/filedetails/?id=259444840
Old Wall no torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259434794
Old Wall torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259434813
Rocky Ground no torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259444854
Rocky Ground torch
http://steamcommunity.com/sharedfiles/filedetails/?id=259444868

Here is the corrugated iron roof with my settings
http://steamcommunity.com/sharedfiles/filedetails/?id=259434678
Here is the roof with the shader switched to work with full range data
http://steamcommunity.com/sharedfiles/filedetails/?id=259444828
 
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