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 Post subject: Graphics facelift?
PostPosted: Wed Dec 16, 2009 1:57 am 
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 Post subject: Re: Graphics facelift?
PostPosted: Wed Dec 16, 2009 2:32 am 
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PostPosted: Wed Dec 16, 2009 2:39 am 
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PostPosted: Wed Dec 16, 2009 3:13 am 
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Bloom effect is something that could possibly be added, but to do it properly would require changing the lamp values of all the existing Ages.

I will not be pleased with anyone who thinks that they are making Uru look better by simply taking everything white and blurring it across the screen. :P Real bloom requires lamp values greater than 1.0, which bleed out and onto neighbouring pixels.

As an example:
[spoiler=Good Bloom][/spoiler]
[spoiler=Bad Bloom][/spoiler]


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PostPosted: Wed Dec 16, 2009 3:24 am 
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Yeah, I thought bloom might take some doing...

Bloom is support in plasma 30...I don't know what plans there are regarding plasma though.

Another thing to be careful about is that excessive bloom, although cool, looks like there's a cheesecloth over the player's eyes--like your "bad bloom" example. That one in particular is beyond what's realistic.

A good example of realistic blooming and reflective/refractive shading can be seen here: http://unity3d.com/gallery/live-demos/i ... l-paradise

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PostPosted: Sun Jan 31, 2010 9:15 pm 
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PostPosted: Mon Feb 01, 2010 6:50 pm 
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Licenses are the big hold up.

As you seem to gather, to change the textures in Uru for open source would require the original Photoshop (?) files and 3DMax materials and UVMaps. I doubt we are going to get those for use with open source. Cyan wants to provide the ...compiled... age files and limit changes to their IP, with a few exceptions.

I'm not sure how much improving shaders and render engine can help Uru. When one starts to change lamp settings the shadows and lighting effects baked into textures start to conflict and look odd. Everything was created to work together. To a big measure that pushes one to change everything when one change is made... or limit how far one can take a change.

Changing the render engine creates other problems too. Second Life is currently facing a similar challenge. The coming new viewer uses dynamic shadows. Existing textures made by more professional modelers have shadows baked in. With the new dynamic shadows turned on one will see double shadows, one set fixed and another set moving with the sun. What a change in Uru will mean is complex.

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PostPosted: Tue Feb 02, 2010 5:10 pm 
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PostPosted: Wed Feb 03, 2010 1:40 am 
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Kaelisebonrai, I’m used to projecting meshes to make a UVMap. It lets me control which areas get the most detail/pixels. The projected maps give a work product that looks like:

This has the UVMap layout overlaid on the planned texture. This is then baked into a texture to use on the mesh. The one below is warped for oddities of SL sculpty meshes.


It is the latter type of textures I find in the MOUL files. I see no way to recover the projected UVMaps from the meshes in the MOUL files. That seems to make it more complex to re-texture MOUL, even if Cyan permits it. While I agree it is possible to use the ‘resultant’ textures found in the MOUL files to make new textures, I think having the source files would make it much easier and better looking.

That the source for the original texture file is not available would seem to make even more work. Some of the shading is handled with bump maps, which simplifies the process some. Lightmaps are complex enough that I’m not sure how changing the shaders will affect them. I suspect they would need to be done over, but I guess it is possible they could be reused.

Whether this is accurate or not, Cyan’s statements so far seem to indicate that such changes won’t be allowed. After all it is easier to say ‘no change’ than to define how much one can change a texture without changing the look and feel. It gets really difficult when one has to legally define concepts like what is an improvement in MOUL for a license. So, while we won’t know until we see the license I doubt we will get to re-texture Ae’gura.

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PostPosted: Wed Feb 03, 2010 12:32 pm 
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@Nalates: I can assure you, that the first form is definitely accessable right now, if you understand how it works. I have been using it heavily these last few weeks/months. We certainly *do* have the UVMaps. If you mean the source texture files, no, we do not have those. We do definitely have the UVMaps. The textures we have in MOUL, and TPOTS, are used over and over and over for many different UVMaps that are used in many different models. Some textures are used for very different things to what you'd expect. As I said, I've been experiementing with them. The textures we see in MOUL and TPOTS, the standard textures, are usually not baked to specific textures for each object. They're more often general textures that are used for many different purposes and objects via each object's UVMap. To bake a texture for each individual model would be /highly/ inefficient, and that's definitely not how its done in Uru.


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PostPosted: Wed Feb 03, 2010 7:04 pm 
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Thanks... I'll have to do some experimenting next time I open a MOUL age. I haven't seen the UVMaps I expected, but I also haven't updated my pyprp import scripts for about a year.

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PostPosted: Tue Feb 09, 2010 6:44 pm 
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PostPosted: Tue Feb 23, 2010 1:15 am 
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One effect I would like to see that's relatively simple to implement is parallax mapping.

Parallax mapping uses a normal map or a bump map to shift the position of the pixels in a texture relative to the position of the viewer. This simulates the effect of surfaces having extra 3D features and depth, greatly increasing apparent quality with a very minimal impact on performance.

Here's an example of parallax mapping in use. The two walls here are completely flat (only two polygons make up each wall), yet parallax mapping makes it appear as though every brick and crevice is part of the 3D model.

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PostPosted: Wed Feb 24, 2010 6:59 pm 
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PostPosted: Thu Feb 25, 2010 6:48 am 
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