Hardware shader update

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Re: Hardware shader update

Postby furyweb » Fri Aug 31, 2018 7:50 pm

PixelWAD wrote:It works here on GTX680 GZDoom 3.5.1. How did you generate heightmap from existing pbr textures?


I use Substance Designer to convert normal map to height map. Just a little bit of tweaking to get it right.
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Re: Hardware shader update

Postby enderandrew » Thu Sep 27, 2018 10:04 am

I've got some stupid questions.

What does "speed" do?

I get that AO sets an Ambient Occlusion level, but what type of effect would I see with different values? I assume this effects shadows, but aren't the shadows determined by the specular, normal and height maps?

What is the purpose of Define "Foobar"
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Re: Hardware shader update

Postby Rachael » Thu Sep 27, 2018 10:11 am

When it comes to detail settings, including SSAO, "speed" indicates the lowest possible setting. It's the one that's going to look the roughest and have the fewest passes.
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Re: Hardware shader update

Postby enderandrew » Sat Sep 29, 2018 9:06 pm

So I assumed that these float numbers:

float Glossiness;
float SpecularLevel;
float Metallic;
float Roughness;
float AO;

Referred to the intensity of the effect. I just ran a test with this (with matching textures):

material texture ashwall
{
normal "normalmaps/ashwall-n.dds"
specular "specular/ashwall-s.dds"
specularlevel 1
roughness 5
ao 5
Shader "shaders/texture/parallax.fp"
}

And I got these errors:

Roughness texture '5' not found in texture 'ASHWALL'
Ambient occlusion texture '5' not found in texture 'ASHWALL'

So those numbers don't reflect level of the effect, but rather the number of a texture.
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Re: Hardware shader update

Postby dpJudas » Sun Sep 30, 2018 6:45 am

Metallic, Roughtness, AO are texture names and are not valid for a material using a specular map. The intensity of the effect is a float constant inside the parallax.fp file itself.
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Re: Hardware shader update

Postby enderandrew » Sun Sep 30, 2018 1:08 pm

dpJudas wrote:Metallic, Roughtness, AO are texture names and are not valid for a material using a specular map. The intensity of the effect is a float constant inside the parallax.fp file itself.

I may just stick with specular, normal (and maybe height) maps for now. But in testing, I'm not sure the effects are working at all. I'm not really seeing any fake height effect from the normal or height maps. Dynamic lights are turned on in the engine, but it may just be that I need a map with moving dynamic lights to really see the effect.
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Re: Hardware shader update

Postby Gez » Sun Sep 30, 2018 1:41 pm

enderandrew wrote:What is the purpose of Define "Foobar"

Nothing. It's probably just a forgotten remnant of debugging/testing something.
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Re: Hardware shader update

Postby Thomas Honderwill » Wed Nov 07, 2018 12:43 am

Is it possible to use height maps in pbr materials? It seems like this only works on specular materials, since I remove the specular input for the pbr to have effect from gldefs file, gzdoom crash.

This works:

material texture 640080
{
normal "normalmaps/640080.png"
specular "specularmaps/640080.png"
shader "shaders/texture/parallax.fp"
texture tex_heightmap "heightmaps/640080.png"
specularlevel 0.7
glossiness 7.0
define "Foobarr"

This works:


material texture 640080
{
ao "ao/640080.png"
metallic "specularmaps/white.png"
roughness "specularmaps/640080.png"
normal "normalmaps/640080.png"
specularlevel 0.7
glossiness 7.0
define "Foobarr"

}


This not working:

material texture 640080
{
ao "ao/640080.png"
metallic "metallic/640080.png"
roughness "specularmaps/640080.png"
normal "normalmaps/640080.png"
//specular "specularmaps/640080.png"
shader "shaders/texture/parallax.fp"
texture tex_heightmap "heightmaps/640080.png"
texture tex_gloss "gloss/640080.png"
specularlevel 0.7
glossiness 7.0
define "Foobarr"

}
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