Free Models and Media / [SOLVED] Glowing sphere!

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TSH
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Posted: 12th Dec 2018 22:46
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Hi!

Sorry for accidentally not giving thanks
for your effort for my last thread.

PirateMyke supplied me a wall without illumination
some time ago. This time I have a sphere that glows.

In my project I have only wallpieces (blocks) and
spheres as entities, so this is the last time I tease you
with this thing.

Supplied is a package of files got from Entity-Workshop
plus textures I got from PirateMyke concerning the remove of
a glow on a wall and a testpicture.

It might be a good idea to make a document in GG-site
to have no glow with oneĀ“s own entities.

Thanks!

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Pirate Myke
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Posted: 13th Dec 2018 01:40
Thanks.

Moving this to Free media thread.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Pirate Myke
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Posted: 13th Dec 2018 02:18
Metalness - black is dialectric, White is metal

Gloss - Black is shiney, white is rough

Specular - Mostly grey scale except for metalic objects, then the reflectence color of the metal is used for the specular color.

Roughness - Black is Rough, White is shiny

Displacement - White is height, black is lows

Normal direction +X -Y +Z

Quote: "
--- #define RealisticVsCool (0.60) ---
Allows you to control some of the PBR light and light extractions from the environment , if you want it to look more like UE try to set it around 0.90 , if you want a Unity PBR look try to set it around 0.40. I made it like this , as i expect people will have different expectations for PBR.

--- #define AmountExtractLight (0.50) ---
This allow you to control the extraction of light , this is actually the sun from your skybox that you see on your car , so what you see is light extraction. to lower the intensity of the sun you can just lower this value.

Forgot to move those to settings.fx , so currently there are inside "apbr_core.fx"."

Axis directio in GG
Pos y - up
Neg Y - Down
Pos X - Right
Neg X - Left
Pos z - Forward
Neg Z - Back

Good idea to have .dds files sized to the power of 2.
IE:512 x 512, 1024 x 512, 1024 x 1024, 2048 x 2048, 512 x 1536, and so on up to 4096 in game guru.

You must assign a shader or Game Guru will use a default gloss color and metalness color.

When is test game press F11, Then f11 2x more times.this turns on PBR texture debug.
Pressing keys 1 thru 9 will show you the effect of a specific map labeled at the bottom of the screen.

Please use the supplied FPE file as your templete.
Made the texture proper and looks much better now. If you want it to show the environment around it more, then make the metalness texture whiter, and the gloss texture darker.


Label the texture extentions as I have in the image below, so the shader knows what to use.


Fixed files in attachment below.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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TSH
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Posted: 14th Dec 2018 17:43

Thanks!

I put my thread to a wrong forum.
Anyway, the ball shines no more.

You tell how to dim the default sun. I found
"#define AmountExtractLight"-line in settings.fx
under effectbank\reloaded, changed the value from
0.50 to 0.01 but the sun shines still.

Thanks in advance!
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Pirate Myke
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Posted: 14th Dec 2018 18:11
You can test a shader that is in the works at this link
https://forum.game-guru.com/thread/220297

If you wish.
Most of the way down the first page and the 3rd post on the second page.

Follow the instructions and see how it works for you. Post your results in that thread please.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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