Plus added a ton of custom stuff too, like CA/Fringe and dirt masks (probably hard to see due to crappy gif compression):Īll of which, I hope to eventually either make as a plugin, or as runtime loaded libraries for version 0.6. As for the customized stuff, it’s related to this, but newer (PPV) ( GitHub - Naxela/PPM-deprecated: Post-Processing Module for Armor圓D) - Essentially, most of the colorgrading and shaders (Bloom, SSR, VXGI and more) have been made realtime: Generic98e alpha.png 6 KB Generic98f alpha. But! I plan upgrade it a bit to v.06 once it comes out, plus change it to only use CC0 textures. Media in category 'Half-Life Alpha textures' The following 6 files are in this category, out of 6 total. Plus I’m not sure Quixel/Megascans would be happy with releasing some of their textures. It’s just a personal project, so the only thing preventing me from releasing the stuff is that it’s running on a quite customized version of armory 0.4 with stuff done to shaders and renderpaths, that makes it break with any other version. I think this could become a good interior games benchmark for Armory users to tweak graphics and test how it runs, or suggest some graphics or performance improvements. Would it be possible you release this first level demo sources ? Or it is private project ? The brightness is perhaps more exaggerated in the second picture, as I kinda think it added depth in the first, and the third it was clamped.Ī little tip for some users, that probably don’t know this - The scene exposure can be adjusted from the cycles film-exposure value: As for the lighting, it was actually deliberate as I kinda liked it (although the bloom was perhaps a bit too much). I had planned on more activity, but ran out of time. Textures from either CC0Textures, Texturehaven or I’ll put those ideas on the todo list. For game settings in general, a 64 resolution and no supersampling looks fine though and goes to 60 fps just run it on an i5 with GTX1060, so an ok machine, but could easily be everything was modelled from scratch, except for the little combine man in the pictures. I get about 20-30 FPS with a 256 resolution and 1.5 supersampling, which I thought would be nice enough for a youtube video that runs at about 30 frames anyway, but I hadn’t taken into account that the screenrecorder would slash my framerate too. Framerate depends a bit on the settings, but with VXGI 2 bounces and 128 resolution for a 64 grid + 1.5 SS it runs at around 50-60.
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