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Skyline Forums Skyline Game Engine Community Forums 2017-09-26T10:29:17+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=15&t=2023 2017-09-26T10:29:17+01:00 2017-09-26T10:29:17+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11078#p11078 <![CDATA[Re: Substance compare]]> you can now get these from :
Clipboard Image.jpg

Bottom row has rain, snow... and move... they just dont move with the player yet.. so that will need scripted.

Statistics: Posted by SolarPortal — 26 Sep 2017, 10:29


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2017-09-26T10:25:45+01:00 2017-09-26T10:25:45+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11076#p11076 <![CDATA[Re: Substance compare]]> Statistics: Posted by lordalmighty1 — 26 Sep 2017, 10:25


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2017-09-26T10:24:25+01:00 2017-09-26T10:24:25+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11074#p11074 <![CDATA[Re: Substance compare]]>

The render panel lighting is for those that want the full PBR control and correct lighting controls in lux, very confusing for most users but handy to control all lights in the scene at once.

For example changing the light power level when there are 100 point lights all with different brightness properties in their main entities will adjust them as a whole, whereas adjusting the slider in the light property of the entity will adjust only the 1 light. Imagine it like a master mixing slider for audio. the render panel is like the master lighting controls over the brightness etc...

IBL image is a 6 sided image as a DDS. For examples, take a look in "Asset Library/Textures/Cubemaps", then drag one of these onto the ibl image docket.

The lighting panel, was just another workflow in case a user wanted to adjust a scenes lighting from dark to daylight as adjusting ambience, lighting and fog controls can take a bit of work whereas 1 slider does the lot :)

Hope this helps and makes sense :)

Statistics: Posted by SolarPortal — 26 Sep 2017, 10:24


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2017-09-26T10:05:09+01:00 2017-09-26T10:05:09+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11064#p11064 <![CDATA[Re: Substance compare]]> Statistics: Posted by SpiderMack — 26 Sep 2017, 10:05


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2017-09-26T09:40:35+01:00 2017-09-26T09:40:35+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11057#p11057 <![CDATA[Re: Substance compare]]> Statistics: Posted by SolarPortal — 26 Sep 2017, 09:40


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2017-09-25T23:21:06+01:00 2017-09-25T23:21:06+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11049#p11049 <![CDATA[Re: Substance compare]]> directionnal light color and intensity to match the Skybox and IBL image.

This makes a huge change in reflections.

Image

Statistics: Posted by SpiderMack — 25 Sep 2017, 23:21


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2017-09-25T22:28:10+01:00 2017-09-25T22:28:10+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11045#p11045 <![CDATA[Re: Substance compare]]>

After some tests, changing the IBL image, indeed there is a different result, it looks good (but some shader polish to make it some more accurate would be welcome).

Image

Actually Skyline is doing great about physically based rendering, i don't think devs must spend more time in it (perhaps later).

Statistics: Posted by SpiderMack — 25 Sep 2017, 22:28


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2017-09-25T20:02:13+01:00 2017-09-25T20:02:13+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11040#p11040 <![CDATA[Re: Substance compare]]>
You can change the IBL image by dragging a cubemap to this icon on the render panel as changing skybox is not enough:
Clipboard Image.jpg

This will then take effect through all materials that use the default.

Edit: As for the light probes, we have the use of VPL's or Irradiance volumes for dynamic radiosity, but these are still in work.
However we do have the starting basis for reflection probes (aka paralax corrected cubemaps) which are available in the latest versions of gen2. However, they are still WIP and cant have any more than 4 at once. So yeah, these features are planned :) It will probably be after release though :P

Statistics: Posted by SolarPortal — 25 Sep 2017, 20:02


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2017-09-25T19:36:27+01:00 2017-09-25T19:36:27+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11038#p11038 <![CDATA[Re: Substance compare]]>
(I think there is some shader to tweak when surface parts are very reflective to avoid the white coloring not taking account about the IBL coloring).



If you want to try the model, you can download the file in substance share , you only need to register :


And you can download Substance Painter 30 days trial version to help getting good results.

Statistics: Posted by SpiderMack — 25 Sep 2017, 19:36


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2017-09-25T19:14:46+01:00 2017-09-25T19:14:46+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11036#p11036 <![CDATA[Re: Substance compare]]> Statistics: Posted by SpiderMack — 25 Sep 2017, 19:14


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2017-09-25T15:18:01+01:00 2017-09-25T15:18:01+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11026#p11026 <![CDATA[Re: Substance compare]]> Statistics: Posted by StarFire — 25 Sep 2017, 15:18


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2017-09-25T13:30:34+01:00 2017-09-25T13:30:34+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11019#p11019 <![CDATA[Re: Substance compare]]> Statistics: Posted by SolarPortal — 25 Sep 2017, 13:30


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2017-09-25T13:18:44+01:00 2017-09-25T13:18:44+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2023&p=11018#p11018 <![CDATA[Substance compare]]>
My game project is not relying on realistic materials or scene, but i wanted to see how physically based rendering models looks in Skyline.

I exported a model from susbtance to see how it looks in Skyline,some parts of the model does not look metallic enought compared to Substance.
(how to resize images in forum, click to zoom ?)

Image


I had to push metallic slider to the max and i got better results , more similar to substance.

Image

Is that normal ? Or should Skyline have bigger slider max value ?

But there is different material look for reflective parts, that looks too white in Skyline
Image

I can upload later the 3D model and textures if needed.


That's it about Physicall based rendering, i don't need it to be accurate, but i wanted to show some compare with Substance that is a standard using GGX.

Statistics: Posted by SpiderMack — 25 Sep 2017, 13:18


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