[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.410297 [View]

>>410283
Oh, and if you want to know how to render localized depth buffers, just do a smoothstep() with your first value being the closest vertex distance of the object, and the second value being the distance of the furthest vertex, and the last value being the depth of that particular pixel/fragment.

>> No.410296 [View]

>>410283
It's simply sobel edge detection on the Z(depth)-Buffer.
Actually, it's a "distance buffer" that I'm using.

Originally, I was sampling 21 pixels in a circle like that, but sobel was nearly the same and a lot faster.

I was going to do sobel on the normals as well to find sharp bends, but the normals on the model are messed up.

The outlines really aren't ideal. Like the distance of a hand above her thigh isn't far enough.

But yeah, sounds like your issue was that the further your z-buffer is, the less precision you got.

I don't think the outlines are actually good now. I was going to redo them. But there's so many ways to do them that that isn't a problem.

One way would be to make a buffer of localized depth, so you'd get really high precision for every object (so an arm over a side will have enough precision to draw outlines for the arm), and to combine that with the depth buffer for the whole scene for drawing outlines over the more distant objects behind it.
Then you overlap normals outlines, and you should have something nice.
You could still have outlines not drawn with two separate objects being really close together, though. In which case you might want to add in stencil outlines as well if you want to be really anal about it.

>> No.410222 [View]

>>410192
>https://www.assetstore.unity3d.com/#/content/4921
It does have baked lighting, that's posterized. It'd look even worse having my own TF2 style of shading on something that has posterized shading on the texture.

It's fine though. I know in my head now that it'll look fine once I get the proper assets. I need to go back to working on my other game and other things.

>> No.410134 [View]

>>410128
Oh, and as far as sampling from a pallet, to get a posterized look, I can't say I want that.

I mean you look at RO sprites, and they have lots of colors http://www.tophostgames.com/wp-content/uploads/2013/10/ragnarok-online-3rd-job3rd-job-for-ragnarok-online-burogu-blog-oa6vlttk.png

I'm not going for an 8bit look. I just want some 2d and pixelated looks. I still want it to look nice, and posterizing can be very noisy. In the end, I do want it to look good, and unique, while always avoiding uncanney-valley stuff.

I may end up actually losing the pixelation, but trying to make something that looks like actual good anime artwork like Kinu Nishimura's in motion instead of weird cell-shaded monstrosities with buggy outlines like Monty Oum's stuff, or whatever.
The thing is that art doesn't have straight lines like those ugly stencil outlines. I'd need something like a second, slightly larger model, with some rippling on it, that only renders around edges to get those nice hand drawn varied length lines, and a mask over the texture for details lines that just show based on a dot().
A post processing shader can making varried length lines "smartly" like that, because it only knows the information in that very frame, for that single pixel. You can sample more pixels, but it's expensive. You can't know what happened last frame unless you actually store and interpolate those frames. That's why a lot of post process, even in AAA games, are really noisy.

I'll have to wait until later to play around with it. Don't have assets now, anyway.

>> No.410132 [View]

>>410128
Well yeah, I agree. I don't have an appropriate model with appropriate textures, so yeah it's not going to.

But getting that post process pixelation working, just on particular objects, and where non-pixelated objects would still overlap, was the tricky part I needed to make sure works.

An appropriate asset wouldn't have so much baked in lighting and small details, or so many spikey bits on the model.
It'd also have a mask on it over the colors that should be "stronger" when it comes to choosing which color to make the large pixel.
Right now it simply favors black, and ignores colors outside the box when making the pixelation. A mask for color strength would work similarly.

It just doesn't look like a sprite in the same way that most materials look fucked up with specular but no spec mask, I think. With the right assets and a little more tuning, it should. But trying to tune it with this asset is hopeless.

>> No.410115 [View]
File: 17 KB, 179x305, feb15test.png [View same] [iqdb] [saucenao] [google]
410115

Hanyo got me another model that's more chibi, so it looks a bit better pixelated from a distance. Not as good as something that had the proper texturing for something that'd look like a sprite, though.
Also, not rigged or animated.

I added some things like the pixelation gets smaller the further away an object is, just like zooming in/out on a sprite would be.

I wanted to make better outlines than this Mount Oum bullshit, like by looking for edges in the normals, but I have having issues with normals.
There's also a bug where it'll draw outlines around objects overlapping them, when it should only do so when it's overlapping an object.
Darker toned color outlines instead of just black ones would have been nice too, but that's just more stuff I'll need to wait to get to later. At least I know how to in my head, and know it's possible now.

I wanted to make a mesh particle system with buffered geometries for some effects so I can do something like those thousands of particles in the UE4 demo that come together to make shapes, but with big blocky pixels, but that's going to take too long to get set up. I'll have to just get back to it later since I have other things to work on.

>> No.409789 [View]

>>408283

People still make 10-20 year old mistakes.

Like if you plug basic fog in on a modern engine you get that thing where objects are shown further away toward the edges of the screen than the center. Also if you look down on something flat, you see a straight line of the fog in the distance instead of it "wrapping" around your camera.

http://cs.gmu.edu/~jchen/cs662/fog.pdf
It's an ancient problem. It's because depth is all measured from the center point. You need to plug in the polygram and interpolate based off the distance and fov to get it right.
I'm pretty sure Unity3D fog by default is that same old basic one that looks awful. I still see it in lots of games.

You need to know all that old, basic stuff.

>> No.409494 [View]

>>409459
Yeah, I remember that too. Though, looking back I don't like it as much as before.

Still, though, most people can't work on one thing forever.

>> No.409389 [View]

Things from SCP.

>> No.409387 [View]

>>409353
Na, it's a problem with the model.

>> No.409339 [View]
File: 38 KB, 485x914, near final.png [View same] [iqdb] [saucenao] [google]
409339

Here it is, mostly done.

Hanyo helped by getting the model exported to something I can use with webGL.

There's some bugs with the outline, especially when it comes to fog. It's not something I can really fix right now, though. Can't give much of a shit when I can't have a tentacle monster fucking a girl in it without the assets, anyway.

I just wanted to see that it's possible to get the look that I wanted.
The new thing can be seen here: http://www.playlewd.com/game2/

>> No.409234 [View]

>>409214
Well yeah, I was saying that earlier. But this is what I have to work with.

But there's also the thing where the more chibi something gets, the less fuckable it gets.

>> No.409195 [View]
File: 7 KB, 650x553, depth-test.png [View same] [iqdb] [saucenao] [google]
409195

http://www.playlewd.com/game2/ I have her in there now, but yeah that model doesn't work well. Facial animations like the mouth and such wouldn't show up. Her head is too small.

I'm working on something so the pixelation will be less strong further away.
So it'll sample the depth, like in this picture, to change the size. It's a pain in the ass, though, because it sees that black background as a place to do a single pixel sample. So I have to sample in the area.
GPUs also hate break;s, so I'm worried about performance.

I'll eventually make a deferred renderer and might make my own webgl renderer instead of three.js, so perfromance is probably good enough if that's what it takes to get the look.

>>409193
I know. This is just for test renders to have things looking how I'd like. Actual models would come later.

>> No.409101 [View]

>>409073
Looks ass doe.

https://www.assetstore.unity3d.com/#/content/8686 found this on Unity's Asset store. It even has a skirt to creep tentacles under.

>> No.409092 [View]

>>406207

That's quite an interesting looking.

A big part of what it's doing is mixing flat vertex lighting with a phong style of lighting. So it shows big polygons, but they also have gradients.
And easy way to get that would be to, on the shader, just do a mix(phongDiffuse, vertexDiffuse, 0.5);

>> No.409067 [View]

>>409014
Well sure, as long as it isn't something you get paid for, or charge for.

Though it's not done. Like in the beginning it just looked like mosiac-ing, and it's taken a lot of tuning to make it look more deliberately like sprites with how it samples the colors.

I also need to make the pixels smaller when the object is further away.
I also had the idea of clamping the vectors to something like 22.5 or 45 rads on each dimension so it appears there's only 16 or 8 "sides" to it.
In games with sprites like Diablo2 and Ragnarok Online, there was only like 8 directions your character could face.
I can get a similar look by clamping the vertex normals relative to the camera, I imagine.

I want to get mesh animations working before I play with that, though.

I also have to stop trying to make it perfect at some point since this is just a test thing for me to finish later when I'm actually producing a game.

>> No.408955 [View]

Nevermind, sort of. I found I can probably get models from the Unity Asset Store exported and in a useable format. Probably. It has much better models than what I found earlier, which are rigged and all.

I'm going to get some sleep and then see tomorrow.

>> No.408906 [DELETED]  [View]
File: 130 KB, 992x772, currentstate.png [View same] [iqdb] [saucenao] [google]
408906

I'm hoping I can find an artist here that'd like to help me out.

I've been working on a rendering pipeline for a game that takes 3d objects, and makes them look like sprites.
You can see it here:
http://jsfiddle.net/9Fd2f/4/show/
It's a work in progress right now. I still have lots more to do, like I shadows cast which are pixelated when they're cast by a "sprite-i-fied" mesh. I'm also going to add more to the scene to make it more like a game scene than a render test scene.

Anyway. I was hoping someone someone might want to help me with this by making a chibi girl model for it.
Sure this test shows how it works fine with these primitives, but it's not the same as really getting to see what it'd look like with a nice model that's made to be something in that style.

I'd post on some 3d forum but uhhh, well, I work on lewd things. This rendering pipeline and shaders that I'm working on is for a Hentai-RPG. Finding people that want to work on something that's adult is hard.
I want to have sprites since they leave more to the imagination, without looking all uncanny valley like 3d porn games tend to. But I want them to be 3D because with 3D models it's easier to add animations. I can have reflective "sprites" that reflect the 3d space around them since they're built from objects with vectors and normals. I can have scarfs or capes that have cloth physics. It's possible to dress up characters without new hand made or pre-processed sprites for each thing.

If anyone is actually interested and capable, what I need is just some chibi anime styled girl.
It can be like Ragnarok Online or Pokemon Trainer sprites, but 3d of course. I do like http://i.imgur.com/zW5FS7H.jpg these, but you can make whatever the fuck you want as long as it's a cute gril. Scifi, fantasy, magical girl, whatever.
I tried searching online, but everything I find is either shit, or you have to pay money before you can see if it's an actual game-usable model that's UV'd, rigged, etc.

Navigation
View posts[+24][+48][+96]