Relighting v4.0165b - blurry shadows w/ rlassets
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Relighting v4.0150b - sky colors
Anyone know what setting in relighting causes strange black outlined "box" shadows around voxel items? I love relighting but also my voxels!
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Re: Relighting v4.0150b - sky colors
I did add code to disable sprite shadows for voxels, but you may have to turn off shadows in Settings. Voxels are models in GZDoom and so do not generate a FLATSPRITE actor. At some point it may be possible to pitch a voxel actor, in which case shadows should be possible. (I think the same thing happens in non-accelerated software rendering mode, which ignores the FLATSPRITE.) These are GZDoom issues. Can't be helped at this time.
I'll review the voxel code again. It reads voxel definitions and when one is spawned doesn't add a shadow inventory item that spawns the shadow FLATSPRITE actors. It may also be possible to create a duplicate of a voxel actor that isn't a voxel so the voxel generates sprite shadows from the duplicate... a voxel doppelganger of sorts. I still should know the sprite name.
I'll ponder that.
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Re: Relighting v4.0150b - sky colors
If it helps at all... It's not ALL voxels. I can't figure out what the pattern is. Also I disabled pickup shadows and that seemed to help somewhatHey Doomer_ wrote: ↑Sun Jan 08, 2023 2:25 pmI did add code to disable sprite shadows for voxels, but you may have to turn off shadows in Settings. Voxels are models in GZDoom and so do not generate a FLATSPRITE actor. At some point it may be possible to pitch a voxel actor, in which case shadows should be possible. (I think the same thing happens in non-accelerated software rendering mode, which ignores the FLATSPRITE.) These are GZDoom issues. Can't be helped at this time.
I'll review the voxel code again. It reads voxel definitions and when one is spawned doesn't add a shadow inventory item that spawns the shadow FLATSPRITE actors. It may also be possible to create a duplicate of a voxel actor that isn't a voxel so the voxel generates sprite shadows from the duplicate... a voxel doppelganger of sorts. I still should know the sprite name.
I'll ponder that.
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Re: Relighting v4.0150b - sky colors
sky lights look good, is there a way to adjust JUST the sky light bleed though?
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Re: Relighting v4.0150b - sky colors
Can you explain what you mean? All the flat colors are treated about the same and can be adjusted through the color settings... just not sure what you're getting at with the sky.Dan_The_Noob wrote: ↑Sun Jan 08, 2023 7:48 pm sky lights look good, is there a way to adjust JUST the sky light bleed though?
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Re: Relighting v4.0150b - sky colors
the indoor lights colour bleed is ok. but say the red sky in Episode Inferno of Doom 1, it comes out completely red.Hey Doomer_ wrote: ↑Mon Jan 09, 2023 6:57 amCan you explain what you mean? All the flat colors are treated about the same and can be adjusted through the color settings... just not sure what you're getting at with the sky.Dan_The_Noob wrote: ↑Sun Jan 08, 2023 7:48 pm sky lights look good, is there a way to adjust JUST the sky light bleed though?
it doesn't REALLY matter, but would be nice to have an option to lower just the sky bleed amount.
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Re: Relighting v4.0150b - sky colors
Ah gotcha. I'll take a look at thatDan_The_Noob wrote: ↑Mon Jan 09, 2023 7:05 amthe indoor lights colour bleed is ok. but say the red sky in Episode Inferno of Doom 1, it comes out completely red.Hey Doomer_ wrote: ↑Mon Jan 09, 2023 6:57 amCan you explain what you mean? All the flat colors are treated about the same and can be adjusted through the color settings... just not sure what you're getting at with the sky.Dan_The_Noob wrote: ↑Sun Jan 08, 2023 7:48 pm sky lights look good, is there a way to adjust JUST the sky light bleed though?
it doesn't REALLY matter, but would be nice to have an option to lower just the sky bleed amount.
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Re: Relighting v4.0150b - sky colors
Thanks for another great update.
I've found that I've unfortunately had to disable the colour bleeding option. This setting works well indoors, but it can lead to some odd results with the coloured skies. The sky should usually be the dominant lighting source in an outdoor scene, but sometimes the texture of the floor is used to determine the colour of the sector. There can be other issues when there's an overhang. I can provide pictures if it's helpful, that may be easier to understand (and easier to explain what I'm talking about).
The coloured skies add tons of atmosphere when everything is working as expected. There are many fringe cases and it must be very difficult to account for them in a way that will work universally. I can't credit you enough for the mod, it's so cleverly done.
I've found that I've unfortunately had to disable the colour bleeding option. This setting works well indoors, but it can lead to some odd results with the coloured skies. The sky should usually be the dominant lighting source in an outdoor scene, but sometimes the texture of the floor is used to determine the colour of the sector. There can be other issues when there's an overhang. I can provide pictures if it's helpful, that may be easier to understand (and easier to explain what I'm talking about).
The coloured skies add tons of atmosphere when everything is working as expected. There are many fringe cases and it must be very difficult to account for them in a way that will work universally. I can't credit you enough for the mod, it's so cleverly done.
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Re: Relighting v4.0150b - sky colors
Interesting. This is unintentional. Can you give an example where floor texture determines the sky sector color?Zaibatsu64 wrote: ↑Mon Jan 09, 2023 11:28 am Thanks for another great update.
I've found that I've unfortunately had to disable the colour bleeding option. This setting works well indoors, but it can lead to some odd results with the coloured skies. The sky should usually be the dominant lighting source in an outdoor scene, but sometimes the texture of the floor is used to determine the colour of the sector. There can be other issues when there's an overhang. I can provide pictures if it's helpful, that may be easier to understand (and easier to explain what I'm talking about).
The coloured skies add tons of atmosphere when everything is working as expected. There are many fringe cases and it must be very difficult to account for them in a way that will work universally. I can't credit you enough for the mod, it's so cleverly done.
In the meantime try changing 967 in relighting.zs to this:
Code: Select all
else if (!sky && (fc.r + fc.g + fc.b + cc.r + cc.g + cc.b))
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Re: Relighting v4.0150b - sky colors
I don't see any issues as described with Relighting and voxels using Vulkan as is. What renderer are you using?Hey Doomer_ wrote: ↑Sun Jan 08, 2023 2:25 pmI did add code to disable sprite shadows for voxels, but you may have to turn off shadows in Settings. Voxels are models in GZDoom and so do not generate a FLATSPRITE actor. At some point it may be possible to pitch a voxel actor, in which case shadows should be possible. (I think the same thing happens in non-accelerated software rendering mode, which ignores the FLATSPRITE.) These are GZDoom issues. Can't be helped at this time.
I'll review the voxel code again. It reads voxel definitions and when one is spawned doesn't add a shadow inventory item that spawns the shadow FLATSPRITE actors. It may also be possible to create a duplicate of a voxel actor that isn't a voxel so the voxel generates sprite shadows from the duplicate... a voxel doppelganger of sorts. I still should know the sprite name.
I'll ponder that.
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Re: Relighting v4.0150b - sky colors
The sky color derived from color settings against the palette is applied as is to the sky sector. Originally I set a darker shade to this, which made several outdoor sectors appear extremely dark. However, I wonder if this primary affects red sectors in Doom. (What? Red in Doom? Is there red in Doom's palette? Crazy.)Hey Doomer_ wrote: ↑Mon Jan 09, 2023 8:04 amAh gotcha. I'll take a look at thatDan_The_Noob wrote: ↑Mon Jan 09, 2023 7:05 amthe indoor lights colour bleed is ok. but say the red sky in Episode Inferno of Doom 1, it comes out completely red.Hey Doomer_ wrote: ↑Mon Jan 09, 2023 6:57 am
Can you explain what you mean? All the flat colors are treated about the same and can be adjusted through the color settings... just not sure what you're getting at with the sky.
it doesn't REALLY matter, but would be nice to have an option to lower just the sky bleed amount.
Code I'm experimenting with in relighting.zs:
Code: Select all
if (sky && (cc.r + cc.g + cc.b))
{
if (cc.r > cc.g && cc.r > cc.b)
{
sec.SetColor(shade(cc, 2.5));
}
else
{
sec.SetColor(shade(cc, -0.8));
}
}
In general Relighting adds indoor ceiling colors using different shades of the flat color. It's certainly possible to expose these as CVars, but feel free to experiment with the above and let me know what you think.
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Re: Relighting v4.0150b - sky colors
WIWO v4.0151b
Also a new option called "Smart Lighting." The idea is CVars are dynamically adjusted for a map depending on what kind of map it is (indoor, outdoor, bright, dark, etc). Still an idea but consider (comments in italics):
Update
Close to releasing. Still working on smart lighting. There should be more light sources in many maps with smart lighting, and at least one calculation has been corrected. This is a subtle enhancement for the most part. Performance impact is minimal or positive so far in testing.
Code: Select all
v4.0151b
1/10 - added check for !sky with other colors
1/11 - corrected sky colors
Spoiler:I'll be working on tweaking lighting based on map "character" variables. Not sure of a release, but I should have something in a few days.
Update
Close to releasing. Still working on smart lighting. There should be more light sources in many maps with smart lighting, and at least one calculation has been corrected. This is a subtle enhancement for the most part. Performance impact is minimal or positive so far in testing.
Last edited by Hey Doomer_ on Fri Jan 13, 2023 7:46 am, edited 1 time in total.
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Re: Relighting v4.0150b - sky colors
Interesting! I haven't been using Vulkan, I've been using OpenGL! Is that the issue? So I just tested Vulkan being the preferred renderer. The voxel shadows were still messed up however when I disabled shadows for pickups it seemed to work better and I didn't see any "shadows" still attempting to be rendered for any voxels.Hey Doomer_ wrote: ↑Tue Jan 10, 2023 3:04 amI don't see any issues as described with Relighting and voxels using Vulkan as is. What renderer are you using?Hey Doomer_ wrote: ↑Sun Jan 08, 2023 2:25 pmI did add code to disable sprite shadows for voxels, but you may have to turn off shadows in Settings. Voxels are models in GZDoom and so do not generate a FLATSPRITE actor. At some point it may be possible to pitch a voxel actor, in which case shadows should be possible. (I think the same thing happens in non-accelerated software rendering mode, which ignores the FLATSPRITE.) These are GZDoom issues. Can't be helped at this time.
I'll review the voxel code again. It reads voxel definitions and when one is spawned doesn't add a shadow inventory item that spawns the shadow FLATSPRITE actors. It may also be possible to create a duplicate of a voxel actor that isn't a voxel so the voxel generates sprite shadows from the duplicate... a voxel doppelganger of sorts. I still should know the sprite name.
I'll ponder that.
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Re: Relighting v4.0150b - sky colors
When I use OpenGL (AMD card) the voxels are flattened, like sprites. I just noticed this and switched to Vulkan. I don't normally test with voxels. There shouldn't be any voxel shadows, although I did see them with the flattened voxels in OpenGL. Not sure why.Skrell wrote: ↑Wed Jan 11, 2023 9:02 amInteresting! I haven't been using Vulkan, I've been using OpenGL! Is that the issue? So I just tested Vulkan being the preferred renderer. The voxel shadows were still messed up however when I disabled shadows for pickups it seemed to work better and I didn't see any "shadows" still attempting to be rendered for any voxels.Hey Doomer_ wrote: ↑Tue Jan 10, 2023 3:04 amI don't see any issues as described with Relighting and voxels using Vulkan as is. What renderer are you using?Hey Doomer_ wrote: ↑Sun Jan 08, 2023 2:25 pm
I did add code to disable sprite shadows for voxels, but you may have to turn off shadows in Settings. Voxels are models in GZDoom and so do not generate a FLATSPRITE actor. At some point it may be possible to pitch a voxel actor, in which case shadows should be possible. (I think the same thing happens in non-accelerated software rendering mode, which ignores the FLATSPRITE.) These are GZDoom issues. Can't be helped at this time.
I'll review the voxel code again. It reads voxel definitions and when one is spawned doesn't add a shadow inventory item that spawns the shadow FLATSPRITE actors. It may also be possible to create a duplicate of a voxel actor that isn't a voxel so the voxel generates sprite shadows from the duplicate... a voxel doppelganger of sorts. I still should know the sprite name.
I'll ponder that.
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Re: Relighting v4.0150b - sky colors
how do you get the sky colour? or can you read the texture colour averages somehow? because i think sky colour could help with determining how bright it would be outside. just purely based on saturation.