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SpiderPig

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Everything posted by SpiderPig

  1. 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?
  2. 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?
  3. Got it down to 150 to 300ms by removing lots of sqrts().
  4. 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?
  5. 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.
  6. SpiderPig

    HeightMap Shadows

    First attempt at raytracing a heightmap to get shadows across the entire voxel terrain. A bit pixelated but I think it looks right... All on the CPU and not real-time. A future job for a compute shader.
  7. 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. PineTree.zip I haven't yet figured out how to get blender to export DDS with the GLTF directly...
  8. 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.
  9. SpiderPig

    water_wip.gif

    That might be enough to start with. I'm sure it will look good either way.
  10. SpiderPig

    water_wip.gif

    Looks great. It would be cool to see the wind parameters effected by some sort of mask texture, where you could make it less windy in coves and sheltered beaches.
  11. 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)
  12. Gon'a bump this up a bit. I got this again today. Client build 24. Should it have been fixed yet?
  13. SpiderPig

    ocean_wip

    Amazing 🙂
  14. 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.
  15. I literally just discovered this too. Was about to make a post. EDIT : I can confirm also that it works as expected.
  16. 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. PineLarge_001.zip
  17. 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.
  18. Ah I see. Glad I asked before buying one, thanks
  19. 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...
  20. Hey @klepto2 I just tried you compute shader example here. I'm using the latest shaders and I'm getting a consistent access violation in this function: void Reset(VkCommandBuffer buffer) { vkCmdResetQueryPool(buffer, _queryPool, 0, 2); } Any insight you might have is appreciated.
  21. 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...
  22. Looks terrific, good job!
  23. Updated to v1.1. Release notes in download.
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