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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Mankiller
C C P C C P Alliance
359

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Posted - 2014.12.08 15:59:34 -
[1] - Quote
Also I want to give huge thanks to CCP Antiquarian, who helped me a lot with the wording and the sentences and the paragraphs and all that!
So please blame me for all the facts and praise him for the words!
Big thanks, man!!!
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CCP Mankiller
C C P C C P Alliance
377

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Posted - 2014.12.09 10:38:44 -
[2] - Quote
Timai Mutex wrote:That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use?
So, the first part of the shown equation is the fresnel term and it's based on Schlick's approximation, nothing special here.
The second part is the distribution model and this one is called GGX, it's good for all non-organic surfaces like metal, plastic, etc. Please find a good explanation here, it's equation (3)
The final part then is the Schlick-Smith based visibility function, a bit optimized for performance.
I hope that helps a bit. |
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CCP Mankiller
C C P C C P Alliance
377

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Posted - 2014.12.09 10:44:02 -
[3] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
Hi!
_ap stands for albedo and paintmask: three channels for a color albedo map plus the alpha channel holds a special paint mask, which indicates small paint jobs on the hull.
The change from _pgs to _pgr indicates the switch from specular maps to using roughness maps.
And finally the black files for ships are all gone because all of this data moved into the SOF, as explained in this devblog!
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CCP Mankiller
C C P C C P Alliance
380

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Posted - 2014.12.09 11:08:24 -
[4] - Quote
Xindi Kraid wrote:Would you folks care to give us a list of all the maps (and specific channels/masks) and other files you guys are using to texture with?
Hmmm, I would have explained that in the devblog, but we have some brand new idea here for how to pack these channels and we are investigating this right now. So as soon as we have something solid, I'll let you know!
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