W.I.P. Lime Rock

Discussion in 'Tracks' started by Pixelchaser, Feb 22, 2017.

  1. Prototype

    Prototype Well-Known Member

    Joined:
    Dec 24, 2018
    Messages:
    329
    Likes Received:
    588
    Location:
    JHB / SF
    I now its been said a million times ... but SOL and Shader Patch has literally given us AC 2.0
    Pretty rewarding seeing your work with these two 'supermods' installed huh? ; - )
     
  2. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    I think its great. however it lacks any dynamic range in shadows and lit areas and just removing light is bit naff all round. shame its not transitioned into a 2nd light source like a moon. and a new sky colour. I think 3 pp modes would work nicely for twilight, day and night.
     
  3. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    hmmm. actually, after bumping the magic multipliers up. and re tweaking everything im getting interested again. perseverance is key :lol:. just put up with my tantrums and we`ll get there just fine :lol:. to me this looks nice regards a re balance.
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-24-28.jpg
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-17-35.jpg
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-19-54.jpg
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-34-8.jpg
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-27-7.jpg
     
    Last edited: Mar 2, 2019
  4. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    Did you remove the 3d grass?
     
  5. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    no, was using BOH values, I think sol + CM disappeared them. same happened with trees before this test. and well I just went with it. I just love my trees now for some reason. wasn't doing them properly before (not that they are proper now-no idea)
     
  6. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    yeah that boh figure is very destructive now. midday light no lens dof. THE GRASS RETURNS ! :lol:

    Screenshot_ks_porsche_911_gt3_cup_2017_lime_rock_2-3-119-19-22-23.jpg

    :lol: and now I feel completely different about the whole thing. /schitzo off :lol:
     
    Last edited: Mar 2, 2019
  7. barf

    barf Member

    Joined:
    Aug 6, 2018
    Messages:
    77
    Likes Received:
    112
    It's looking great @Pixelchaser !

    I might have orthophotos, and this LiDAR and DEM/DSM stuff figured out, but still have a long way to go to achieve this type of result with attention to such small details. This track and Kyalami inspire me and shows what can be done :)

    You got me thinking about burnouts. And not the good type with tyres. I'm trying to avoid it by using GitLab to manage tasks/issues and assign those to milestones in a project. That way I can have a 'definition of done'. I think I need to otherwise I'll never finish my tracks...
     
    Pixelchaser likes this.
  8. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    cheers :) , its gona work out now I think. this basis I have now will stick and just tweak some art and colours.

    the photography and painting (and pixel chasing) ive done lately alongside studying old dead masters art has allowed me to understand something more than just re creating a reality. there is this thing with colour science in cameras more notably with my canon type, and after studying these colours I can instantly set the science in the scene in the game. ive also worked out how to get that convincing sunlit neon hyper green coloured grass that comes through. just not sure whether representing a world through a lens is correct. but its not like im anywhere near Lime rock park to really know its look. :lol:.

    in painting we use a colour wheel a lot to understand bounced light and what tone shadows and highlights goto without greyscale shading. so ive been applying that in terms of objects further and closer away through whats called atmospheric perspective. im actually going to take the trees even further to represent atmospheric banding where possible in the scene.

    in the last screenshot we have 4 groups of trees. dark, light dark light. the two light sets are actually at different depths to the camera, but its not apparent. coz the fog shader is shit. but the point is we can make that happen if we treat it like a painting would be treated or like the camera would capture. I may even building this in manually to all the mip mapping.

    \o/ motivated again I think.... until the next fall. haha.

    edit.
    /schizo on ..............now im thinking if its possible to build in a lens bokeh effect to mip maps for the shallow depths of field. in the forested screenshot we have the car in focus, but theres not much range behind it... I wonder...….
     
    Last edited: Mar 2, 2019
    Les Neilson likes this.
  9. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    the wonder continues...… but no more I think. this is a simple test to see if I can manage the alpha transmission as the object goes out of focus. and by golly gosh I think ive done it. this is the alpha in action on a de focused mip map. (exaggerated effect)

    fuckyeah.jpg


    ill manually build these mip maps now and introduce a little of the atmosphere perspective too. if I increase the mip map counts too I can hopefully simulate a high f-stop figure into it. :)
     
    Last edited: Mar 3, 2019
    Tibor Solyom and Les Neilson like this.
  10. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    I have a deep quandry regards mip maps and per pixel per metre visuals. I cant decide where the original texture should start in scene. turns out the majority of the scene uses about mip map 2 and 3 (of 4) unless you get very close of course. so that mip map 2 is half the size of the original which means I can actually half the size of my texture. and see more mip map range.

    its a good idea to bake a block colour texture change for every material to test all mip mapping at the same time. also tells you when your texture sizes and pixel per metre scales are appropriate or not and how all the objects gel together visually and how their detail diminishes in unison or not...

    im sure ill be deemed as crazy yet again with this type of stuff :)
     
    Last edited: Mar 3, 2019
  11. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050

    the mip maps.
    mmaper.jpg

    mip map view when textures are too large. 4096
    mipmapview.jpg


    half the size of resolution you see more red which is the best quality mip (original texture). 2048
    mipmapview22.jpg


    proof bigger resolution textures are not always better.
     
    Last edited: Mar 4, 2019
    barf and Tibor Solyom like this.
  12. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    my own mip map filter. including brightening for atmosphere and a very little focal blur. and too much sharpening from mip 2 onwards. oops! shit works although subtle enough ! might need more focus I think especially the last mip…..

    not exact same, but old shot and new shot with the goodies. and half size texture than before.
    Screenshot_ks_porsche_911_gt3_rs_lime_rock_2-3-119-17-24-28.jpg
    lrp193.jpg
     
    Last edited: Mar 4, 2019
    jlnprssnr, Les Neilson and Johnr777 like this.
  13. AccAkut

    AccAkut Active Member

    Joined:
    Sep 4, 2017
    Messages:
    121
    Likes Received:
    104
    but isn't the "original" in the 2048 the seconds mip stage in the 4092 texture? So red in high res is the same as yellow in the lower res?
     
  14. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    I think that's right acc. im seeing it as that having too massive res means you just need to get closer to see it... when you move around in the editor getting the red to appear is actually very hard unless you are stupidly close to it. might need to test less and more mips too. the res probably isn't the key issue, maybe its the amount of mips??
     
  15. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    been practicing using the brenizer method of photography to see if I can make the ultimate texture :lol:. way way way beyond normal levels of detail of course. the plan is to make a texture pack of 4k textures that could work with pbr shaders or be adapted elsewhere.... anywhere. but yeah this camera is the superstar (bought another 3 lenses :lol: )

    [​IMG]
    https://en.wikipedia.org/wiki/Brenizer_Method
     
    barf, Les Neilson and luchian like this.
  16. Leonardo Ratafia

    Leonardo Ratafia Member

    Joined:
    Aug 31, 2015
    Messages:
    74
    Likes Received:
    39
  17. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    very cool vid. probably best i`ve seen for getting a surface correct.
     
    Leonardo Ratafia likes this.
  18. SkataNaFate

    SkataNaFate New Member

    Joined:
    Mar 18, 2020
    Messages:
    1
    Likes Received:
    0
    so is this dead or what????
     
  19. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    Yes, I believe this project has stopped. Pixelchaser said in a post a page back he’s moving on to other things.
     
  20. Stephen Brown

    Stephen Brown New Member

    Joined:
    Sep 3, 2018
    Messages:
    16
    Likes Received:
    8
    I'm always sadly amazed and puzzled in equal measures when projects that are deep into development just suddenly get abandoned. Can they not be passed on to others for completion? It seems such a shame to waste all of that work.
     
: Lime Rock, Track
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice