• Screenshot Section Chat Thread V9: A shithouse thread for shithouse people
    4,998 replies, posted
try it at 0.2 or more.
i usually set it to 0.15 or 0.2 sometimes i also downsample from poster 5 or even 6 to reduce the grain
by downsample, I'm guessing you mean just scale it down? Or is it a more technical way of doing it than that?
[QUOTE=FloaterTWO;50121321]I have mine set to 1. If I set it to 0 or 2 it just gets way fucking worse so I guess it's set correctly? It just still seems kind of grainy unless I'm just using the lamps wrong.[/QUOTE] Yea, I sue 0.2 to 0.4, try 0.1 to 0.4 range.
[QUOTE=FloaterTWO;50121377]by downsample, I'm guessing you mean just scale it down? Or is it a more technical way of doing it than that?[/QUOTE]yeah its a fancyschmancy term for scaling
butthurter: [img]https://scontent-lax3-1.xx.fbcdn.net/v/t1.0-9/12963385_674291752710338_5943588794246351531_n.jpg?oh=12b4a3c65320d5a774b58fbbed15703b&oe=577A4638[/img]
seriously what the fuck is wrong with my shadows [t]https://dl.dropboxusercontent.com/u/9988278/Gmod_2016/hitmanstuff/filter_0.jpg[/t] This is with r_projectedtexturefilter set to 0, 0.2/0.4/anything between 0 and 1 just make the edges pixelated AND blurry. [t]https://dl.dropboxusercontent.com/u/9988278/Gmod_2016/hitmanstuff/filter_1.jpg[/t] This is with it set to 1. As I mentioned last night, if I set it any higher it just looks even worse. Am I using the lamps like a retard? Do you need the lamps really close or with a tight FOV or something? I don't get how everyone can make such nice crisp shadows and mine just look like a big shitty mess every time.
If you want good shadows, the FOV of your lamps should not be higher than 90.
when did krogans become tron things [T]http://puu.sh/ofQy7/feca4605f7.jpg[/T]
Since ME1, so 2007. [QUOTE=Hauptmann;50124045]If you want good shadows, the FOV of your lamps should not be higher than 90.[/QUOTE] The lamp that's casting that shadow right there has an FOV of around 80. I don't get how everyone can light big scenes or even just more than one person at a time and get nice crisp shadows everywhere. If I try using a shitload of lamps there's always obvious dark spots or crossover between the lamps.
[QUOTE=FloaterTWO;50121309]I need some good lighting tutorials/guides/tips and also tips on how to make shadows less shit and grainy. Any suggestions?[/QUOTE] The trick with lights is to be pragmatic, you need to understand what every command and functionality gives you on a technical level and then with that understanding suit your lamps and its settings specifically for your scene, as every scene requires different lighting set ups, at least that's what works for me What r_projectedtexturefilter does for example, as the name suggests, is it visually filters your projections in a manner that scatter or 'blur' the shadows vs. no-shadows transitions in the attempt to make them not as sharp. It's 100% visual. The grainy look is a byproduct of this (source doesn't give you half a shadow, it's either full light or full darkness), and can be compared to the techniques printers use to merge colors together in say [URL="https://s-media-cache-ak0.pinimg.com/736x/d7/cb/b4/d7cbb482f2da542b0fc8aaf8ccc85229.jpg"]comic books or whatever[/URL]. Some lighting set ups will require 'softer' shadows and others will need to be more crisp. So if you want the best possible lighting set ups, it's wrong to just keep it at an unchanging number. Basically the higher the value goes, the grainier and less accurate the shadows turn out. Ideally you want to keep this at 0. Something to remember is to treat this value according to your rendering quality, your poster size, the distance between your scene and your view/camera, and the number of lamps you've got in your scene. FOV is another story, so are the rest of the values Turn up your r_flashlightdepthres value to the maximum value you can before the game crashes. This is your resolution.
i wish i could crank the poster command up to like 16 and downscale from there, pretty sure i wouldn't have to worry about grain with those settings the pic would also be like 16 384 x 12 288 so eh
[QUOTE=Joazzz;50124773]i wish i could crank the poster command up to like 16 and downscale from there, pretty sure i wouldn't have to worry about grain with those settings the pic would also be like 16 384 x 12 288 so eh[/QUOTE] You can now, thanks to NeatNit and I. The command is "poster # 1". The # is for how a usual poster would work, the size, and the 1 is to make it not stitch the renders together, meaning it doesn't need to allocate a bunch of memory. You can therefore output any size you want, you're just going to have to stitch it together manually.
I really wish there was something like an ambient lighting tool, like an in-game, editable version of the light_environment entities that do lighting in source maps. Something that would just light up the entire area consistently so you could just pick out highlights without having to try covering the entire scene with lamps. I always end up with horrible dark spots where the lamps don't reach or bits that are way too bright where the lamps cross over on my scenebuilds.
which is why you shouldn't do ambient lighting with point lights, but with very large radius light bulbs. why would you even consider spotlights for that?
Because I thought lightbulbs were shit garbage that nobody should ever use under any circumstances? Don't they still have a gradient where it's more intense at the center and falls off at the edges? I'm talking about 100% consistency of lighting, ideally.
i always use project lights from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=493751477&searchtext=advanced+lights"]this pack[/URL] with the shadows turned off and the brightness at like 0.05, blends in a little more naturally than light bulbs
[QUOTE=FloaterTWO;50125937]Because I thought lightbulbs were shit garbage that nobody should ever use under any circumstances? Don't they still have a gradient where it's more intense at the center and falls off at the edges? I'm talking about 100% consistency of lighting, ideally.[/QUOTE] Joazz has a point about the lights, that's what I do as well, set lights with large radius but super low brightness and put them slightly further away from props. I do that in pretty much every scenebuild. Another neat trick if you don't want to use lights is to first take your pic with lamps and then take a pic with mat_fullbright 1. Set the mat_fullbright pic to like 10% and put it over your original with lamps. This will brighten up all the shadows as well. [editline]13th April 2016[/editline] [QUOTE=FloaterTWO;50124030]seriously what the fuck is wrong with my shadows [t]https://dl.dropboxusercontent.com/u/9988278/Gmod_2016/hitmanstuff/filter_0.jpg[/t] This is with r_projectedtexturefilter set to 0, 0.2/0.4/anything between 0 and 1 just make the edges pixelated AND blurry. [t]https://dl.dropboxusercontent.com/u/9988278/Gmod_2016/hitmanstuff/filter_1.jpg[/t] This is with it set to 1. As I mentioned last night, if I set it any higher it just looks even worse. Am I using the lamps like a retard? Do you need the lamps really close or with a tight FOV or something? I don't get how everyone can make such nice crisp shadows and mine just look like a big shitty mess every time.[/QUOTE] I think you spawned the fog thing, you're supposed to put it under the ground, otherwise you get those jaggies.
The only entities I spawned on that map were the ragdoll and the guns. I know the issue you're talking about, but that's not what's going on here.
[QUOTE=FloaterTWO;50125937]I'm talking about 100% consistency of lighting, ideally.[/QUOTE]impossible, remember what game (and engine) you're dealing with here. [QUOTE=FloaterTWO;50125937]Because I thought lightbulbs were shit garbage that nobody should ever use under any circumstances?[/QUOTE]no sensible person would ever say this. you can't do radiosity with lamps.
I've seen people (including you) criticize people for using lightbulbs in the past, so I've never tried using them. If they're useful for things like this then I'll have to give them a try.
shit that happened to me before i had to keep playing around with the options on here [url]https://facepunch.com/showthread.php?t=1112981[/url] like just put different values in or something i normally still get that grainy look if im using a larger fov with my lamps but not that blocky stuff anymore also i only sometimes use lightbulbs on larger scenebuilds just to light up little areas the shadows cant really reach but even then only really dim ones
Light bulbs are good for like he said radiosity, they aren't good for sunlight etc. because they don't project shadows. When they criticized light bulbs they were probably talking to people that only used light bulbs and no normal lamps for shadows.
[QUOTE=FloaterTWO;50126444]I've seen people (including you) criticize people for using lightbulbs in the past, so I've never tried using them. If they're useful for things like this then I'll have to give them a try.[/QUOTE] Did you try the resolution value as I suggested? I just gave you your solution
[QUOTE=VIoxtar;50125418]You can now, thanks to NeatNit and I. The command is "poster # 1". The # is for how a usual poster would work, the size, and the 1 is to make it not stitch the renders together, meaning it doesn't need to allocate a bunch of memory. You can therefore output any size you want, you're just going to have to stitch it together manually.[/QUOTE] No, thank Willox. We merely requested it, willox made it happen :happy: [url]https://github.com/Facepunch/garrysmod-requests/issues/636[/url]
Anybody want to test my MOH 2010 Neptune dudes? [IMG]https://media.giphy.com/media/26AHOc4BJOJBB81Gw/giphy.gif[/IMG] Gonna need some poses for the release.
[QUOTE=Dauge;50128668]Anybody want to test my MOH 2010 Neptune dudes? [IMG]https://media.giphy.com/media/26AHOc4BJOJBB81Gw/giphy.gif[/IMG] Gonna need some poses for the release.[/QUOTE] I'll give 'em a shot.
[QUOTE=Luxuria;50128774]I'll give 'em a shot.[/QUOTE] I'm uploading them now.
Assuming I can get a release poster, I'd love to give em a try.
[QUOTE=Dauge;50128668]Anybody want to test my MOH 2010 Neptune dudes? [IMG]https://media.giphy.com/media/26AHOc4BJOJBB81Gw/giphy.gif[/IMG] Gonna need some poses for the release.[/QUOTE] I would love to if you will.
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