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Re: Materials (PBR, Specular, Normal maps)

PostPosted: Fri Mar 30, 2018 10:56 am
by Indecom
I'll put those into a preconfigured pk3 tonight after work.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Sat Mar 31, 2018 1:38 pm
by Darkcrafter
That's really amazing! Are parallax maps possible? :mrgreen:

And what kind of video card will we need to play?

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Tue Apr 03, 2018 3:35 am
by Talon1024
Parallax maps are not currently possible, and I don't know if/when they will become available.

You will need, at minimum, a video card that supports OpenGL 3.3.

If you're wondering what the metalness and roughness maps do, here is an interactive demo on the three.js website.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Tue Apr 03, 2018 11:00 am
by Mynameislol
You know what would be a better feature than parallax maps? Tesselation.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Tue Apr 03, 2018 5:17 pm
by Graf Zahl
And why is that? Tesselation is not a render feature but a hardware feature to achieve something. On its own it doesn't provide anything.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Tue Apr 03, 2018 5:30 pm
by Mynameislol
If you have say a hi-res texture pack, everything looks blocky, right? But what if that hi-res texture pack had displacement maps?

Just look what it did to this flat wall here
https://www.evga.com/articles/00561/ima ... lation.jpg

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Tue Apr 03, 2018 10:32 pm
by skornedemon
Thank you based developers for adding this. I've been having a lot of fun.

Spoiler:


Edit:oh, there's an IMGUR tag, good to know :)

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 3:07 am
by Graf Zahl
Mynameislol wrote: But what if that hi-res texture pack had displacement maps?



Displacement maps are indeed a render feature - but you have to say that because it's not the only thing tesselation can be used for.
This is just like "I want shaders" but not specifying what to do with them.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 4:24 am
by Nash
As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 5:26 am
by Mynameislol
Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.

I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?

http://fps.maros.pri.ee/images/gallerie ... 116015.jpg

Now this one is on a modified build engine, it has parallax mapping, wouldn't it look much better if it was disabled, or had tesselation?

http://hrp.duke4.net/screens/ep1/e1l3_03.jpg

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 7:34 am
by Kotti
Mynameislol wrote:
Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.

I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?

http://fps.maros.pri.ee/images/gallerie ... 116015.jpg



How about using better looking textures? The ones in the screenshot are just :puke:, no matter how many effects get plastered onto them.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 8:01 am
by Kinsie
Mynameislol wrote:
Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.

I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?

http://fps.maros.pri.ee/images/gallerie ... 116015.jpg

Now this one is on a modified build engine, it has parallax mapping, wouldn't it look much better if it was disabled, or had tesselation?

http://hrp.duke4.net/screens/ep1/e1l3_03.jpg
They both look terrible. The geometry they're plastered on is just too low-detail to really work.

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Wed Apr 04, 2018 8:06 am
by Caligari87
On top of that, neither is on the table at the moment so saying "which would you rather prefer" is like asking someone "which fancy sports car do you want to buy" when the car they have is fine and they don't have a budget for a new car anyway. Of course geometry deformation mapping would be cool, but it's far beyond what GZDoom needs.

Besides, floors and ceilings in Doom can move. I guarantee the nifty cool extruded geometry you're thinking of will look like ass when an elevator clips through it, to say nothing of what happens if there's some extreme deformation mapping that allows the player to see into spaces they shouldn't be able to. If anything, parallax mapping would be perfectly fine for bullet holes and subtle depth hints. Deformation mapping is way overkill.

8-)

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Thu Apr 05, 2018 2:24 am
by skornedemon
So question.

The Glossiness and Specular level, I assume the max is 1.0 and the lowest is 0.0?

Re: Materials (PBR, Specular, Normal maps)

PostPosted: Thu Apr 05, 2018 3:32 am
by dpJudas
Lowest is 0.0 and there is no max. Note that those only do something with specular textures - PBR ignores those fields.