Normal map interior

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faradon

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Normal maps don´t look very good in indoor scenes, it´s like only under the sun the shaders use their specular and their full normal map power...

Is there a way to improve the normal mapping when there are only non-sun lights around?
 
Narp, I tried every normal mapped shader, also pointed this out to the dev's during beta....I always figured it would be fixed when the game was out of beta.
Whats happening is the diffuse normal is respected by indoor lighting but the specular is treated as if it has no normal map at all (even worse the specular uses vertex shading instead of pixel shading) .....you can test this by turning your specular to 0 and notice indoors the lighting will appear correct.

Edit: actuuuuallllyyyy, specular_shader_skin_bump_high seems to be the best one, are you already using it?.
 
Hmm.  I'll try that, but IIRC when I set it up with that, it still didn't respect the point sources correctly, for interior geometry (as opposed to scene objects), and still reads as "flat, but wrong". 

But there's a solution, I think.

I actually think the best way is to designate your "interior scene" with scene objects (i.e. regular props), just use a hidden triangle for the "scene" and a collision mesh.  Should be possible with very minor renaming of things in OpenBRF and a little script-fu.  Why?  Because they get treated differently by the lights, no matter what shader is operating.  Why?  I don't know, but they do.

OFC, what I was *really* trying to figure out at the time is why the engine won't pre-burn the low-resolution shadowmap multiple times if the scene contains point sources, but only utilizes sun lights, which annoys me a lot (characters cast shadows, practically nothing else does, it makes everything feel very flat). 

If anybody has a solution for *that*, I would love to hear about it, but I'm fairly certain it's an engine issue- it should be creating a blended shadowmap from all the point sources, but it really just ignores all the geometry.  You can test that by setting interior scenes to be exterior... voila, everything works then, but the shadowmaps are all screwy because it only uses the sun to generate the map- very annoying.
 
Here´´s what I mean (just to give an example). Left:Front view, wrong Right:changed the cam angle a bit, that´s better
mbwarband20100519140521.png

Mhm, xenoargh, I can´t really follow your thoughts on hiw to set up the level. Care to explain it to an idiot?  :razz:
 
I was mainly talking about the walls, which have issues when you move lights around and do certain things.

As for the axe... reduce the specular in the darker zones (the runes, etc.), and it won't be that obvious.  Can't help that it looks flat, I don't *think* any Native shader will use the alpha value of any of the textures as a depth component, so reducing specular values is probably the best fix.  You don't see that problem outside because of the light angle- inside scenes frequently have lights where the angle is nearly parallel with the POV, which causes the issue.

Not *sure* yet, but other than some of the old "interior" materials that seem to use a different setup for the channels, it doesn't appear that depth is used.  It'd be nice if the many "unused?" flags in OpenBRF were labeled, since quite a few are, well, used, but I don't know what values they're passing to the shader.
 
did you try to assign a specularmap to remove that flat specularity on the occluded areas?
and about the walls; our interiors are using an optimized approach for normal mapping so they are a bit different than the other objects. we are unable to change their system right now. you can assign any shader to your own interiors but keep in mind many of them only supports one per-pixel (normap mapped) lighting, so you may need to seperate your meshes.
thank you.
 
Thanks for that answer. 

As for interior surfaces, I presumed that that was why you're using less than the full RGB for a lot of them.  Your answer really helps, thank you!
 
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