Sunday, June 29, 2014

Done working with the brightness

I believe I went over just about everything now.  Even found stuff that were still at their default settings! :)

I also set the tatoo, sand overlays and also the road edges to alpha blended.. so it looks much better this way.

Without any more wait, here is a lap in the Pagani Huayra with the v0.17 version at 1h30pm:



Let me know what you think, I will send the archive later to mega... or maybe setup a dropbox share right away so it's easier to manage.  I'll see!  Hearing your thoughts would help me decide what to do tho :P

4 comments:

  1. The colors are better, but there is still something unnatural in the way the lighting on the trees look. I think this is something that came up with other conversions too, it was related to how they cast self shadows, if it makes any sense(I am technically clueless). I see though, that there will be a gradual shadowing in the more inside and bottom part of the trees, now they seem too evenly lit, like it's a very overcast day and light hits them the same way from everywhere.

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    1. Yes you are right, for the time being, I simply did a quick fix to the trees to have them lit properly, since they require sphere normals around them.

      The kunos editor will automate the normals if the trees are separated, and not grouped with each other in the same object as they are now.

      Since they aren`t simple single plane quads like my other trees, separating them will be next to impossible.

      Also, the 3d trees with many branches, I have no idea how I will need to set up the normals for them to look shaded normally.

      So until I can make forests with my plugin (at the moment, the plugin resets the edited normal when it creates the forests, so it doesn`t work), we will need to have even lit trees.. which is still better than the default normal position.

      I have raised all tree normals up in the air, so they are receving some amount of light from all sun angles.

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  2. It works :) And better than I expected :) I have tested on a simple X style shape tree, and on a more complex 3d, with trunk and branches, and both worked :)

    Not even worth doing the normal editing trick at this point, it's the same thing that happens :) Much simpler to do when dealing with conversion and grouped up trees!

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  3. Not quite it... good lord... thought I had found something. The only shader that supports both normal maps and AT, will cast shadows on itself...

    Clearly, AC needs more shaders... I miss the extensive lists rF2 had.... can't believe the ksTree shader don't support normal maps...

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