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Posts posted by SpiderPig
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Updated to v1.2. Release notes in download.
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Faster and shadows are just multiplied by the final frag color. Much faster. Also not using texelfetch anymore which smoothed the shadows a bit but still needs more work.
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I was trying something similar in the frag shader. I just didn't call RenderLighting if the fragment was in shadow but I thought the results were too dark. (the gif above)
if(enable_lighting == true) { RenderLighting(material, materialInfo, vertexWorldPosition.xyz, n, v, NdotV, f_diffuse, f_specular, renderprobes, ibldiffuse, iblspecular); }
Can I simply disable lighting like this to see the shadow or is this not the best approach?
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How to create a 3D texture in Ultra? I don't see a depth parameter in CreateTexture()...
CreateTexture(TEXTURE_3D, width, height, depth???);
Is it the layers parameter or is that for mipmaps?
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Got it down to 150 to 300ms by removing lots of sqrts().
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My thoughts exactly. A slow light would only need updating every second or so. It's only a 512x512 terrain. The slowest part is when the whole terrain is in light because then every ray cast dosnt hit somthing so is very long. I allready stop the ray when it leaves the AABB of the terrain. I also want to blend in the default shadow system when up close. That should look real good. Will have to match the shadow color. Are the shadows in Ultra just multiplied over the final frag color?
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Second go at this. Not as hard as it looks to get something basic going. I think the majority of the work will be performance improvements and making the shadows look nicer.
It's "semi" real-time now. Still on the CPU but on another thread who's sole purpose is to calculate the shadow map until the program quits. Takes about 500 or so milliseconds to calculate the shadow map, hence the jitter as the sun get's higher.
I think I can improve the ray casting speed but I want to focus on smoothing out those shadows. I'm wondering if signed distance fields can help... maybe by storing each pixels distance to the nearest shadow I can calculate the fragments distance and blend accordingly. Works in my head anyway. I think I'll sleep on it.
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The curse of the pine tree. This GLTF is recently exported from blender. Passing the files to the editor works good. But loading the model in editor and clicking "Convert Textures To DDS" fails on one of the textures.
I haven't yet figured out how to get blender to export DDS with the GLTF directly...
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I re-tested this with the original file and appears both Blender and Ultra are converting to GLTF properly now. This file must have been just a dud.
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I've tried everything I can think of this last half hour but the client will no longer allow me to log in.
It started with the same issue here (which I get randomly every month or so)
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Gon'a bump this up a bit. I got this again today. Client build 24. Should it have been fixed yet?
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Ah it was the fact I hadn't copied the materials folder over or renamed shader families to use .fam instead of .json, thanks for that.
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I literally just discovered this too. Was about to make a post.
EDIT : I can confirm also that it works as expected.
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This model's been exported from blender. Loading it in the editor crashes the program and loading it my game does the same. Haven't used this file in a while but it has worked before.
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Awsome can't wait to test 😁
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Thanks, I did this in BeginDispatch():
switch (hook) { case ComputeHook::RENDER: world->AddHook(HookID::HOOKID_RENDER, BeginComputeShaderDispatch, info, !oneTime); break; case ComputeHook::TRANSFER: world->AddHook(HookID::HOOKID_RENDER, BeginComputeShaderDispatch, info, !oneTime); break; }
It doesn't crash now and the cubes spin but remain pink.
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Ah I see. Glad I asked before buying one, thanks
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Thanks for the info. Dust is my main problem and I thought less fans meant less dust but I can see that might not be the case...
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Hey guys, any one here have a water cooled rig? I'm thinking of doing mine as I'm tired of all the dust inside and on the fan inlets but don't know much about water cooling...
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1 hour ago, Josh said:
In the immediate term, I recommend splitting your data up into multiple zip archives.
Yeah I'll do this for now. Thankyou.
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Updated to v1.1. Release notes in download.
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Would it be possible to see an added component affect the object it was added too in the editor? Like the Mover component, I add it and then change the rotation parameter and start seeing the object rotate. I can see how it could work for Lua components but maybe not C++ components. Anyway just a thought.
Asset Editor Shortcut Keys
in Suggestion Box
Posted
Because I like being efficient (#lazy) I was wondering if we could have a few shortcut keys for some of the menu items in the asset editor?
Something like the standards perhaps -
Save : Ctr+S
Save As : Ctrl + Shift + S
Toggle Wireframe : F2
Toggle Collider : F3