• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
I know jack shit about Fresnel ranges and I still have to agree with everything he just said.
[QUOTE=BlueFlytrap;51376008]Your normals are inverted. Your phong albedotint command literally does nothing for you. You have no phong exponent. Fresnel ranges [.5 .85 30] has given your sword the fresnel-term of silica rather than metal.[/QUOTE] Is there a list of fresnel ranges for different materials? I understand fresnel in in say, Blender, but in Source I'm still a little lost on it.
[t]http://i.cubeupload.com/swfseH.jpg[/t] I felt like putting some shaders on a bunch of Skyrim weapons all of a sudden
[QUOTE=Soul_;51376162]Is there a list of fresnel ranges for different materials? I understand fresnel in in say, Blender, but in Source I'm still a little lost on it.[/QUOTE] There's no list because it's an unreasonable amount of math to get accurate values for source. I would not wish that upon anyone. So instead let us do a quick rundown of just what the hell fresnel is and how you approach it in source. Fresnel is basically the amount of light reflected depending on the angle viewed. Marmoset has this nice chart very clearly demonstrating that point. [IMG]https://www.marmoset.co/wp-content/uploads/2016/11/pbr_theory_fresnel.png[/IMG] Ignoring the stupidly large amount of math involved fresnel is a curve. Everything has 100% reflectivity at 90° and it just falls off from there. What an object is made of determines the falloff but it is split pretty evenly between metals and non-metals. Non-metals have a large falloff (sometimes extremely harsh depending on the surface and/or substance) and metals do not. Metals still have a falloff granted but since their reflectivity is much greater than non-metals their terms are much more level. How this relates to source is pretty simple. Fresnel terms for phong are [x y z] where 'x' is a surface viewed at 0° and 'z' is viewed at 90°. The 'y' is used to control the curve between the two. So say if we had [0.1 0.3 2] the phong highlight would be extremely dim until it grazes an edge. [2 3 4] would be a pretty linear increase in intensity from the center to the edge. Flat values like [4 4 4] should never be used unless you're going for a stylized look. While fresnel ranges do control intensity it's better to consider them ratio rather than boost. $phongboost is better suited to control that anyway. Just generally you don't make the ratio for metals all that large. Stuff like glass though has a huge falloff and thus a large difference in ratio. I should note that selfillum fresnel ranges do not follow these guidelines. Someone at valve fucked with them and they're more [(x1) (y&∥z1) (x2∥z2∥null)]. Yes really.
[QUOTE=BlueFlytrap;51376392]-Ecstasy through fresnel curves-[/QUOTE] Thank you so much for posting this. So, just for clarification: Metals would generally have their x,y,z coordinates be relatively closer together (say, something [0.1 0.2 0.4]?), and non-metals would generally have their x,y coordinates relatively close together, but with the z being noticeable larger than the other two (say, something like [0.1 0.2 2]?), correct? I've understood for a long time how Source fresnel controls "work", but I've had absolutely no notion of how to translate them into practical application. Your examples and explanation are helping me get a stronger sense of that, but I want to make sure I'm understanding you correctly.
Ural Truck from Call of Duty Modern Warfare Remastered [IMG]https://pp.vk.me/c626329/v626329499/43274/6qDmu8Ju07Q.jpg[/IMG] [IMG]https://pp.vk.me/c626329/v626329499/4326a/yjM3WjhT4Co.jpg[/IMG] [IMG]http://i.imgur.com/ws2ZMtW.gif[/IMG] [IMG]http://i.imgur.com/GSUced0.gif[/IMG]
Ain't that a beauty.
[t]http://i.cubeupload.com/8iIIeI.jpg[/t][t]http://i.cubeupload.com/ce0u6j.jpg[/t] Tried experimenting with the glass weapons
[QUOTE=Gmod4ever;51379476]Thank you so much for posting this. So, just for clarification: Metals would generally have their x,y,z coordinates be relatively closer together (say, something [0.1 0.2 0.4]?), and non-metals would generally have their x,y coordinates relatively close together, but with the z being noticeable larger than the other two (say, something like [0.1 0.2 2]?), correct? I've understood for a long time how Source fresnel controls "work", but I've had absolutely no notion of how to translate them into practical application. Your examples and explanation are helping me get a stronger sense of that, but I want to make sure I'm understanding you correctly.[/QUOTE] That is correct. If you want to be specific the y value is determined by how rough your surface is. The y steps closer to the x the rougher it is; but for something like frosted glass it's the opposite. It's a pretty small difference all things considered but it's worth mentioning. You can pretty much ignored this for metals. Not because it doesn't affect them as well; but because the difference is not large enough to even be noticeable.
[img]http://i.imgur.com/Yylcsi7.jpg[/img] :neat: (BeamNG.drive's Bruckell Moonhawk (left) and Civetta Bolide (right))
[QUOTE=znalecc;51380994] Tried experimenting with the glass weapons[/QUOTE] Nice work, you surpassed the source material!
[QUOTE=znalecc;51380994][t]http://i.cubeupload.com/8iIIeI.jpg[/t][t]http://i.cubeupload.com/ce0u6j.jpg[/t] Tried experimenting with the glass weapons[/QUOTE] They look much better!
So here is some ISA soldiers from Killzone 3 sorry about the renders i have and never will be good at making render scenes in 3ds max lol. There are more to come like some of the main ISA characters and other ISA variants. ISA Engineer [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Engineer.jpg[/img] [url]http://www.mediafire.com/file/6woa8kesm0i476e/assets_description.characters.isaengineer_character.rar[/url] ISA Medic [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Medic.jpg[/img] [url]http://www.mediafire.com/file/4cy6f5zcm4nnrg0/assets_description.characters.isamedic_character.rar[/url] ISA Tactician [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Tactician.jpg[/img] [url]http://www.mediafire.com/file/cpgl5ufk8ffsxbv/assets_description.characters.isatactician_character.rar[/url] ISA Scavenger [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Scavenger.jpg[/img] [url]http://www.mediafire.com/file/d701i7dmtlk6pnb/assets_description.characters.isascavenged_character.rar[/url]
Great stuff.
[QUOTE=Corra_Ashu;51384574]So here is some ISA soldiers from Killzone 3 sorry about the renders i have and never will be good at making render scenes in 3ds max lol. There are more to come like some of the main ISA characters and other ISA variants. ISA Engineer [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Engineer.jpg[/img] [url]http://www.mediafire.com/file/6woa8kesm0i476e/assets_description.characters.isaengineer_character.rar[/url] ISA Medic [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Medic.jpg[/img] [url]http://www.mediafire.com/file/4cy6f5zcm4nnrg0/assets_description.characters.isamedic_character.rar[/url] ISA Tactician [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Tactician.jpg[/img] [url]http://www.mediafire.com/file/cpgl5ufk8ffsxbv/assets_description.characters.isatactician_character.rar[/url] ISA Scavenger [img]https://dl.dropboxusercontent.com/u/7035486/Killzone/K3_ISA_Scavenger.jpg[/img] [url]http://www.mediafire.com/file/d701i7dmtlk6pnb/assets_description.characters.isascavenged_character.rar[/url][/QUOTE] these model are a little bit outdated, I fixed some body proportions for make the human models more "standard" between helghast and isa, so I will upload the new models very soon with weapons, vehicles, cruisers and drones too.
Still have some textures that need fixing, almost done with the lighting as well. [t]http://images.akamai.steamusercontent.com/ugc/243587272523281586/5293EA4BC661014D45CB90149BFE2E7F2383D6EF/[/t] [t]http://puu.sh/sm05G.jpg[/t]
[QUOTE=iProtiige;51389073]Still have some textures that need fixing, almost done with the lighting as well. [t]http://images.akamai.steamusercontent.com/ugc/243587272523281586/5293EA4BC661014D45CB90149BFE2E7F2383D6EF/[/t] [t]http://puu.sh/sm05G.jpg[/t][/QUOTE] [b][i][u]HOT[/u][/i][/b]
[t]http://i.cubeupload.com/6WLbom.jpg[/t] I really wish Source handled transparency better
[QUOTE=znalecc;51391212]*snip* I really wish Source handled transparency better[/QUOTE] looks good tho. you tried nocull with detail subtraction and/or additive blending? i dunno how supported that is other non hdr formats tho.
CommonWealth guys [IMG]https://pp.vk.me/c836220/v836220484/d788/NghJTSX0yow.jpg[/IMG]
[QUOTE=episoder;51391242]looks good tho. you tried nocull with detail subtraction and/or additive blending? i dunno how supported that is other non hdr formats tho.[/QUOTE] Not sure what you mean by that [QUOTE=Fredrika;51391867]Whats problem are you having with the transparency? are you using translucent or alphatest[/QUOTE] I'm using $translucent and I'm currently trying using both, however the blade, which is the translucent part, sometimes disappears - especially when you put it in front of something else that uses $translucent
Source is natutally inept with transparency, i doubt there's a fix to the very common disappearing issue
[QUOTE=Fredrika;51392128]There actually is a fix for it, hopefully it works with glass weapons though, its usually used on hair will post how to do it if it works for the sword[/QUOTE] For posterity's sake, this is the traditional solution I use for hair. May or may not be the same solution Fredrika has in mind: Have two materials, call them Trans and Alpha. Trans uses $translucent, Alpha uses $alphatest and $nocull. Have your mesh use the Trans material. Then duplicate the mesh (in 3dsmax, you use "Detact as Element"), apply the Alpha material to the duplicate, and flip the normals of the duplicate.
but this isn't hair we're talking about, but glass the sword blade needs to be transparent through and through, alphatest doesnt work.
[QUOTE=Joazzz;51392202]but this isn't hair we're talking about, but glass the sword blade needs to be transparent through and through, alphatest doesnt work.[/QUOTE] Unfortunately. Using the $alpha <float> control [B]might[/B] yield better results. I've had mixed results with it myself, for such circumstances.
ugh. would an inside and outside mesh help? it should render the inside first. with the alphatest trick to fill the zbuffer. that avoids far depth blends. then render the outside 'over it'. a depth sorting 'trick'. in my head it works.
you cannot use alphatest with glass at all.
[img]http://i.imgur.com/mtMFsJV.jpg[/img] :ok: [editline]asdf[/editline] [t]http://i.imgur.com/G2FFE63.jpg[/t] (edited on the 28th for screenshots with new model changes)
[QUOTE=Joazzz;51392515]you cannot use alphatest with glass at all.[/QUOTE] i thought there was that trick to render the alphatest invisble so just the polygon depth is rendered. it doesn't seem to work like that tho. the writez shader just totally culls the transparent geometry behind it. that was my idea... probably. it's bad tho. and it fucks up the lighting. atleast in sfm. sfm doesn't seem to have any transparency order problems. or... perhaps the object render order makes it work. i haven't tested additive materials tho. they might shine thru transparent geometry in the foreground completely. right.
While it's not a complete solution to the problem of transparency sorting; the refract shader culls any and all transparent bits seen through it while ignoring any in front of it. Arguably better than having another transparent object draw on top. [IMG]http://orig03.deviantart.net/c6a5/f/2016/157/4/0/m9urtv_by_blueflytrap998-da59ie1.jpg[/IMG]
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