ObjReader Community

WIP => WIP => Topic started by: Patrice Terrier on August 13, 2018, 10:44:19 am

Title: Extra materials
Post by: Patrice Terrier on August 13, 2018, 10:44:19 am
Mike,

For your tests, here are two new models with extra materials currently not used in OR.
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 13, 2018, 03:25:28 pm
Excellentissimo Patrice!!! :)

These are simply awesome models! I'm going to generate height maps for XenoRaven in CrazyBump to try and use our new parallax bumps in it. I've improved on our uber shader; it can now distinguish between conventional, parallax and steep parallax materials on the fly. The parallax materials now fully account for the light incidence angles and adjust the tex coords accordingly in real time. 8)

Thank you very much for the models!
Title: Re: Extra materials
Post by: Patrice Terrier on August 13, 2018, 04:43:21 pm
Do you think it would be possible to improve the rendering of human skin (see the Harley_quinn face) to get read of the shiny metallic aspect on it.
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 13, 2018, 06:44:31 pm
Yes,

Skin shouldn't be rendered with parallax bump mapping. Only very bumpy and preferably static surface emulations should be (steeply) parallaxed.

The new uber shader allows us to set a per-material bump mapping mode: BUMP_NORMAL, BUMP_PARALLAX, BUMP_STEEP, and BUMP_SELFSHADOW. The quality depends on how exactly occlusion, height, and specular maps match the geometry. The preset displacement values are hardcoded to best suit flat surfaces like brick roads, walls and fences. Wall fretwork (stucco) also renders quite nicely. 8)

Here's the alien -- more smoothly normalized, ambiently occluded, deeply heightened, and heavily parallaxed. :D

Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 13, 2018, 07:43:30 pm
And here's the beautiful Harley totally under BUMP_NORMAL but with nice AO and specular maps on her dentelle (whatever that means). :)

(BTW her nose was not the only bad parallax artifact. Another one was a wide gap in her garment zipper right between her enormous boobs ;D)
Title: Re: Extra materials
Post by: Patrice Terrier on August 13, 2018, 09:06:30 pm
See the original rendered into SketchFab
https://sketchfab.com/models/84b37a847c2b4e5a9663979eb79d8481

This should be our source of inspiration…  8)

Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 13, 2018, 09:24:08 pm
Hehe,

If you look attentively at this screenshot on a well calibrated monitor, you will be able to see I've managed to render AO and specularity even on your black velvet.  8)

I think pornhub latex will now be just a piece of cake. ;)


P.S. As I can see, SketchFab post-processing implements so-called "subsurface scattering". It emulates a pinky tint of light scattered in the depth of her skin by the skin blood capillaries. There are special PP shaders for that; our uber shader will never be able to emulate this effect all on its own. :)
Title: Re: Extra materials
Post by: Patrice Terrier on August 13, 2018, 11:39:23 pm
My friend

I shall send you a set of new material(s) tomorrow to show you what i came with my reworked harley... 8)
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 14, 2018, 07:02:08 am
Patrice,

Harley's eye normal map is deficient. It scatters the eyeball retina normals and thus changes the color of her eyes.

To keep the original eye color light blue (which I actually don't like, hehe, because it makes the face look cheaper and kind of vulgar), please use the normal map attached below.
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 14, 2018, 09:34:49 am
OK,

Here comes a new precompiled reference ObjReader.

It recognizes new #bump normal/parallax/steep/shadow metadirectives of which only normal and parallax are currently fully operational. Normal is the default and can be omitted for backwards compatibility. Steep parallax kind of runs too but still needs more work; it doesn't account correctly for the eyeView direction but rather depends on where the object is located on the screen. It also needs some interpolation to be added to its calc to smooth out its sampling steps. Self-shadowing (steep parallax can self-shadow programmatically, though rather computationally intensive, even without the use of bent normal maps) is not yet implemented.

You can see the effect of various bumping techniques on the low res test model I've also included in the zip.

Please check your WIP for compatibility with this reference compilation.
Title: Re: Extra materials
Post by: Patrice Terrier on August 14, 2018, 09:45:12 am
Mike

The main problem with the Harley's materal is the rendering of the black parts of the suit that looks almost flat even with bump mapping ,because the color being used is full black RGB 0 0 0.
There is obviously something wrong in our shader compared to SketchFab, currently the only work out is to convert the full black color into a shade of gray..
For example the black eye mask has no visible bump parts compared to the original.
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 14, 2018, 09:58:58 am
Patrice,

Get the new ObjReader recompilation above. You cannot render normal maps the old way with the outdated reference renderer you have; it enforces steep parallax pipeline only.

I will send you my Harley for you to see what can be done with the black velvet garment and the new renderer. Then you can try to change it to latex, as in the SketchFab render.

The model features new specular and AO maps. The original ones are too simple and deficient. :)
Title: Re: Extra materials
Post by: Patrice Terrier on August 14, 2018, 10:45:13 am
Please use the attached textures, because those provided with the one downloaded from SketchFab, do not use the correct size.
Must be 2048x1024 rather than 2048x2048.

Title: Re: Extra materials
Post by: Patrice Terrier on August 14, 2018, 10:54:46 am
I have dowloaded the new binary and the ParallaxTest example (thanks).
I shall test this new build with my WIP, and tell you how it goes once done.
Title: Re: Extra materials
Post by: Patrice Terrier on August 14, 2018, 10:58:35 am
I forgot to send you a screen shot of my reworked version (see the mask on her face).
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 14, 2018, 11:00:36 am
Thank you Patrice,

But I'm not using those. I'm using my own AO, height and specular maps that I generate in CrazyBump from diffuse and normal textures.

Please be forewarned: texture packs that they allow you to DL from SketchFab are not the ones they actually use for their own renders!!! >:(

Therefore I prefer to have my own full control over such delicate and geo-dependent aspects as relief and gloss in my own renderer. :)

I will send you my black velvet Harley in a while. (still adding some final touches)
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 14, 2018, 11:01:48 am
The latex mask looks perfectly sexy!!! :D
Title: Re: Extra materials
Post by: Patrice Terrier on August 14, 2018, 11:17:16 am
BRAVO

The black parts are rendered fine now with this new build !
Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 16, 2018, 04:27:32 am
Thank you for the tongueless head Patrice but I don't quite like the new balls. They look too industrial in the cabaret environment. ;)

I've added a few very final touches of my own:

1. The face and body have been separately re-normalized smoothly to eliminate the ugly creases below the chin and around the nose, on the latex shoulders, and on the balls of the dentelle.

2. The face specular map HarleyC_Face_S.tga has been restored. This made the lips too bright, so I've darkened them to deeper red to control the excessive gloss. Frontal diffuse and specular light components have been somewhat increased to compensate for the specular map effect.

3. The eye normal map has been rolled back from Harley_n to Harley_Eye_n.png to reinstate the waviness of sclera surface. To make it visible, the cornee d has been reduced to 0.4.

4. The right-side grelot has been texture remapped to move the seam from its right side to the left. Now it is practically invisible behind the specular spot, and les grelots look a bit different from the front like they in fact should.
Title: Re: Extra materials
Post by: Patrice Terrier on August 16, 2018, 05:40:48 pm
Harley quinn, has been published into the "character" section.

Balls have been replaced by "pompons", to be easily customized.
Wallpaper texture has been blured, to get rid of jpeg artefacts.
Grelot textures resized, to better match spherical mesh.
HarleyC_Face_S.tga converted to .png.
Credit given to the ObjReader team ;)

Title: Re: Extra materials
Post by: Michael Lobko-Lobanovsky on August 16, 2018, 08:00:16 pm
Thank you Patrice,

It was my pleasure to work on this one together with you. It isn't often that you see boobs around bigger than the girl's head. ;)