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Di Piero Bosio
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  4. after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want

after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want

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  • Eniko Foxundefined Questo utente è esterno a questo forum
    Eniko Foxundefined Questo utente è esterno a questo forum
    Eniko Fox
    scritto su ultima modifica di
    #1

    after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want

    (note that there's a "bevel" between adjacent blocks cause i haven't made the effect dependent on the block's neighbors yet)

    Eniko Foxundefined 1 Risposta Ultima Risposta
    • Eniko Foxundefined Eniko Fox

      after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want

      (note that there's a "bevel" between adjacent blocks cause i haven't made the effect dependent on the block's neighbors yet)

      Eniko Foxundefined Questo utente è esterno a questo forum
      Eniko Foxundefined Questo utente è esterno a questo forum
      Eniko Fox
      scritto su ultima modifica di
      #2

      I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!

      But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerous

      Also if I made something like a lectern that would be a lot of work to do manually for each orientation

      Eniko Foxundefined 1 Risposta Ultima Risposta
      • Eniko Foxundefined Eniko Fox

        I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!

        But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerous

        Also if I made something like a lectern that would be a lot of work to do manually for each orientation

        Eniko Foxundefined Questo utente è esterno a questo forum
        Eniko Foxundefined Questo utente è esterno a questo forum
        Eniko Fox
        scritto su ultima modifica di
        #3

        On the other hand when I made isometric games I'd have to make two of everything to get the lighting right and I didn't mind that so much so maybe I'm overthinking it

        Eniko Foxundefined 1 Risposta Ultima Risposta
        1
        • Eniko Foxundefined Eniko Fox

          On the other hand when I made isometric games I'd have to make two of everything to get the lighting right and I didn't mind that so much so maybe I'm overthinking it

          Eniko Foxundefined Questo utente è esterno a questo forum
          Eniko Foxundefined Questo utente è esterno a questo forum
          Eniko Fox
          scritto su ultima modifica di
          #4

          ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factor

          that gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)

          Eniko Foxundefined 1 Risposta Ultima Risposta
          • Eniko Foxundefined Eniko Fox

            ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factor

            that gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)

            Eniko Foxundefined Questo utente è esterno a questo forum
            Eniko Foxundefined Questo utente è esterno a questo forum
            Eniko Fox
            scritto su ultima modifica di
            #5

            i was worried the corners would look too sharp without modification but honestly the smooth gradient does a great job without blunting the corners

            Eniko Foxundefined 1 Risposta Ultima Risposta
            • Oblomovundefined Oblomov ha condiviso questa discussione
            • Eniko Foxundefined Eniko Fox

              i was worried the corners would look too sharp without modification but honestly the smooth gradient does a great job without blunting the corners

              Eniko Foxundefined Questo utente è esterno a questo forum
              Eniko Foxundefined Questo utente è esterno a questo forum
              Eniko Fox
              scritto su ultima modifica di
              #6

              took all day but i've optimized the vertex format for blocks *and* implemented auto-bevelled terrain. shown without textures to make the bevelling clearer

              Eniko Foxundefined 1 Risposta Ultima Risposta
              • Eniko Foxundefined Eniko Fox

                took all day but i've optimized the vertex format for blocks *and* implemented auto-bevelled terrain. shown without textures to make the bevelling clearer

                Eniko Foxundefined Questo utente è esterno a questo forum
                Eniko Foxundefined Questo utente è esterno a questo forum
                Eniko Fox
                scritto su ultima modifica di
                #7

                here's a gif of the textured terrain toggling the faux bevel effect on and off to really show how it softens the terrain. i'm really pleased with this

                #GameDev #IndieDev #ProcGen

                Eniko Foxundefined 1 Risposta Ultima Risposta
                1
                • Eniko Foxundefined Eniko Fox

                  here's a gif of the textured terrain toggling the faux bevel effect on and off to really show how it softens the terrain. i'm really pleased with this

                  #GameDev #IndieDev #ProcGen

                  Eniko Foxundefined Questo utente è esterno a questo forum
                  Eniko Foxundefined Questo utente è esterno a questo forum
                  Eniko Fox
                  scritto su ultima modifica di
                  #8

                  doing a side by side with my style guide i think i'm getting there. i'll probably wanna do some fancier color grading on the lighting though, and i want outlines, but the soft rounded feel of the terrain is definitely there now even though its still all cubes

                  Eniko Foxundefined 1 Risposta Ultima Risposta
                  1
                  • Eniko Foxundefined Eniko Fox

                    doing a side by side with my style guide i think i'm getting there. i'll probably wanna do some fancier color grading on the lighting though, and i want outlines, but the soft rounded feel of the terrain is definitely there now even though its still all cubes

                    Eniko Foxundefined Questo utente è esterno a questo forum
                    Eniko Foxundefined Questo utente è esterno a questo forum
                    Eniko Fox
                    scritto su ultima modifica di
                    #9

                    i've brought back the grass, which is actually an obj model

                    see i made an engine before and appropriated it for this project. it could load obj models (with normal maps) so at first the blocks in my world were actually loaded from obj models

                    that's why i had to redo a buncha stuff to add the bevelling, since i had to generate the faces myself

                    Eniko Foxundefined 1 Risposta Ultima Risposta
                    • Eniko Foxundefined Eniko Fox

                      i've brought back the grass, which is actually an obj model

                      see i made an engine before and appropriated it for this project. it could load obj models (with normal maps) so at first the blocks in my world were actually loaded from obj models

                      that's why i had to redo a buncha stuff to add the bevelling, since i had to generate the faces myself

                      Eniko Foxundefined Questo utente è esterno a questo forum
                      Eniko Foxundefined Questo utente è esterno a questo forum
                      Eniko Fox
                      scritto su ultima modifica di
                      #10

                      I should probably start linking up chunks before I do much else so I don't wind up having to deal with a ton of "this block's neighbor is in another chunk" situations later

                      Eniko Foxundefined 1 Risposta Ultima Risposta
                      • Eniko Foxundefined Eniko Fox

                        I should probably start linking up chunks before I do much else so I don't wind up having to deal with a ton of "this block's neighbor is in another chunk" situations later

                        Eniko Foxundefined Questo utente è esterno a questo forum
                        Eniko Foxundefined Questo utente è esterno a questo forum
                        Eniko Fox
                        scritto su ultima modifica di
                        #11

                        had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those

                        ... i don't hate it? 🤔

                        j_bertolottiundefined Eniko Foxundefined 2 Risposte Ultima Risposta
                        1
                        • Eniko Foxundefined Eniko Fox

                          had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those

                          ... i don't hate it? 🤔

                          j_bertolottiundefined Questo utente è esterno a questo forum
                          j_bertolottiundefined Questo utente è esterno a questo forum
                          j_bertolotti
                          scritto su ultima modifica di
                          #12

                          @eniko Personal opinion/matter of taste: I would add a (thinnier) black line to all the visible edges

                          1 Risposta Ultima Risposta
                          1
                          • Eniko Foxundefined Eniko Fox

                            had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those

                            ... i don't hate it? 🤔

                            Eniko Foxundefined Questo utente è esterno a questo forum
                            Eniko Foxundefined Questo utente è esterno a questo forum
                            Eniko Fox
                            scritto su ultima modifica di
                            #13

                            yeah i'm happy with these terrain outlines for now

                            #GameDev #IndieDev #ProcGen

                            Eniko Foxundefined 1 Risposta Ultima Risposta
                            1
                            • Eniko Foxundefined Eniko Fox

                              yeah i'm happy with these terrain outlines for now

                              #GameDev #IndieDev #ProcGen

                              Eniko Foxundefined Questo utente è esterno a questo forum
                              Eniko Foxundefined Questo utente è esterno a questo forum
                              Eniko Fox
                              scritto su ultima modifica di
                              #14

                              another few shots of the new outline tech

                              #GameDev #IndieDev #ProcGen

                              Eniko Foxundefined j_bertolottiundefined 2 Risposte Ultima Risposta
                              1
                              • Eniko Foxundefined Eniko Fox

                                another few shots of the new outline tech

                                #GameDev #IndieDev #ProcGen

                                Eniko Foxundefined Questo utente è esterno a questo forum
                                Eniko Foxundefined Questo utente è esterno a questo forum
                                Eniko Fox
                                scritto su ultima modifica di
                                #15

                                lol the outlining has more than doubled the code in my fragment shader

                                texturing, lighting, and bevelling: 12 lines of code

                                just doing outlines: 19 lines of code

                                Eniko Foxundefined 1 Risposta Ultima Risposta
                                1
                                • Eniko Foxundefined Eniko Fox

                                  lol the outlining has more than doubled the code in my fragment shader

                                  texturing, lighting, and bevelling: 12 lines of code

                                  just doing outlines: 19 lines of code

                                  Eniko Foxundefined Questo utente è esterno a questo forum
                                  Eniko Foxundefined Questo utente è esterno a questo forum
                                  Eniko Fox
                                  scritto su ultima modifica di
                                  #16

                                  Not to pat myself on the back too hard but it's really nice how good this is turning out, like, aesthetically. It's not exactly trivial to make graphics look good when you only have a single 16x16 texture >_>

                                  Eniko Foxundefined 1 Risposta Ultima Risposta
                                  1
                                  • Eniko Foxundefined Eniko Fox

                                    Not to pat myself on the back too hard but it's really nice how good this is turning out, like, aesthetically. It's not exactly trivial to make graphics look good when you only have a single 16x16 texture >_>

                                    Eniko Foxundefined Questo utente è esterno a questo forum
                                    Eniko Foxundefined Questo utente è esterno a questo forum
                                    Eniko Fox
                                    scritto su ultima modifica di
                                    #17

                                    On the other hand I guess it would be fair to say these graphics are looking a little...... muddy

                                    Eh? Eh? Eh? 😄

                                    Eniko Foxundefined 1 Risposta Ultima Risposta
                                    1
                                    • Eniko Foxundefined Eniko Fox

                                      On the other hand I guess it would be fair to say these graphics are looking a little...... muddy

                                      Eh? Eh? Eh? 😄

                                      Eniko Foxundefined Questo utente è esterno a questo forum
                                      Eniko Foxundefined Questo utente è esterno a questo forum
                                      Eniko Fox
                                      scritto su ultima modifica di
                                      #18

                                      i'm commander shepherd and this is my favorite spot on the citadel

                                      (seriously i cannot get enough of looking at this particular subsection of a screenshot i took of the outlines in my voxel engine)

                                      Eniko Foxundefined 1 Risposta Ultima Risposta
                                      1
                                      • Eniko Foxundefined Eniko Fox

                                        another few shots of the new outline tech

                                        #GameDev #IndieDev #ProcGen

                                        j_bertolottiundefined Questo utente è esterno a questo forum
                                        j_bertolottiundefined Questo utente è esterno a questo forum
                                        j_bertolotti
                                        scritto su ultima modifica di
                                        #19

                                        @eniko Now I want a fighting game where your moves destroy the terrain around you, so if you are not careful you literally dig yourself into a hole 🙃

                                        Oblomovundefined 1 Risposta Ultima Risposta
                                        • Eniko Foxundefined Eniko Fox

                                          i'm commander shepherd and this is my favorite spot on the citadel

                                          (seriously i cannot get enough of looking at this particular subsection of a screenshot i took of the outlines in my voxel engine)

                                          Eniko Foxundefined Questo utente è esterno a questo forum
                                          Eniko Foxundefined Questo utente è esterno a questo forum
                                          Eniko Fox
                                          scritto su ultima modifica di
                                          #20

                                          captured a little fly through video for y'all. i can seriously just fly around this one chunk for 10-15 mins at a time enjoying the aesthetics 😄

                                          #GameDev #IndieDev #ProcGen

                                          Eniko Foxundefined 1 Risposta Ultima Risposta
                                          1
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