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Skyline Forums Skyline Game Engine Community Forums 2020-10-01T17:21:27+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=32&t=2542 2020-10-01T17:21:27+01:00 2020-10-01T17:21:27+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13628#p13628 <![CDATA[Re: New PBR Shader]]>
With the new PBR, its pretty much a 1:1 ratio as long as nothing changes which it shouldn't considering its PBR lol :P

@ Zethael, Thanks for the great comment. We are doing what we can where we can to get this engine ready, just so much to do :)

Statistics: Posted by SolarPortal — 01 Oct 2020, 17:21


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2020-09-30T16:19:17+01:00 2020-09-30T16:19:17+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13627#p13627 <![CDATA[Re: New PBR Shader]]> I really like the new PBR Shader, that's a big development step. Can't wait for the new generation ;)

Statistics: Posted by Zethael — 30 Sep 2020, 16:19


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2019-12-08T03:44:47+01:00 2019-12-08T03:44:47+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13260#p13260 <![CDATA[Re: New PBR Shader]]>

Statistics: Posted by Sage1969 — 08 Dec 2019, 03:44


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2019-12-06T12:10:33+01:00 2019-12-06T12:10:33+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13259#p13259 <![CDATA[Re: New PBR Shader]]>

Statistics: Posted by SolarPortal — 06 Dec 2019, 12:10


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2019-11-30T13:28:11+01:00 2019-11-30T13:28:11+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13258#p13258 <![CDATA[Re: New PBR Shader]]>

Statistics: Posted by epsilonion — 30 Nov 2019, 13:28


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2019-11-29T12:01:06+01:00 2019-11-29T12:01:06+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13257#p13257 <![CDATA[Re: New PBR Shader]]> @Sage, that makes sense now, thanks :D

Please bear in mind, that in the near future we will have screen space decals for use :)

Statistics: Posted by SolarPortal — 29 Nov 2019, 12:01


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2019-11-28T22:07:02+01:00 2019-11-28T22:07:02+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13256#p13256 <![CDATA[Re: New PBR Shader]]>

Statistics: Posted by epsilonion — 28 Nov 2019, 22:07


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2019-11-27T19:48:17+01:00 2019-11-27T19:48:17+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13255#p13255 <![CDATA[Re: New PBR Shader]]>
Sounds very much like what I was asking about if not the same not sure though.

Say I have a snow scene or wet footprints on a floor which are decals. I would like set to a specific amount of time that will allow a fade away in increments or maybe even cycle through 3 or 4 different decals to make the fade away.

I always left scripting to others and am less than a newb but will learn.

However it ends up though the new features and upgrades sound exciting.

Trying not to pace! :lol:

Statistics: Posted by Sage1969 — 27 Nov 2019, 19:48


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2019-11-26T18:42:11+01:00 2019-11-26T18:42:11+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13254#p13254 <![CDATA[Re: New PBR Shader]]> Lua in skyline is hugely different now because of the new object pointers to direct c++ class instances. It means direct access and most if not all the relevant controls the classes contain inside c++. (Not every class is implemented, but once we have a majority of the data in lua, it could be considered a lua SDK for skyline with plans in the future to load Lua Dlls with other integrations or classes.. :lol: )

So doing this in lua would not be as hard, as you would grab the actual material and just run a snippet of lua and fade the alpha around as you could with other properties. Not alot has been mentioned about this new lua system on the forums so far but its immensely powerful. I have even started a custom editor using the qt plugins for the vehicle editor and am controlling and entirely separate renderwindow, scene, node and model system purely in lua since the new lua object types allow mirror copying of c++ with a few key differences.

So to answer this one, i reckon it would be good to see it done on the new version once we have a final build. The current PBR material is just getting all the additions the old shader had but at the same time improvements to features like parallax occlusion mapping, wind animations etc.. not to mention but we are also going to be implementing tessellation using pn triangles into skyline. And these are just the tip of the iceberg for new skyline.. its taking time, but we hope to blow a few minds when we release lol :P

We are essentially calling this v2.0 skyline which would be gen3!

Statistics: Posted by SolarPortal — 26 Nov 2019, 18:42


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2019-11-26T18:34:41+01:00 2019-11-26T18:34:41+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13253#p13253 <![CDATA[Re: New PBR Shader]]> Statistics: Posted by epsilonion — 26 Nov 2019, 18:34


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2019-11-21T20:39:26+01:00 2019-11-21T20:39:26+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13250#p13250 <![CDATA[Re: New PBR Shader]]>
Just normals:
Clipboard Image (1).jpg

Parallax Occlusion mapping with height based AO:
Clipboard Image.jpg

We also have the height maps discarding fragments which are outside of the texture range allowing the surface to look more bumpy when aligned with the background.

Also working on self shadowing for the parallax occlusion mapping which adds much more.. i have a semi working self shadowing, but it isnt correct enough to show yet,

Statistics: Posted by SolarPortal — 21 Nov 2019, 20:39


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2019-11-18T11:41:07+01:00 2019-11-18T11:41:07+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13247#p13247 <![CDATA[Re: New PBR Shader]]>
@Sage, do you have an example of what your after?

Also i believe an action was made once, but not sure how old that would be now if its even in the engine anymore.

We are also going to be building in a world normals tool for detail layers so you could have moss or snow on top of rocks which ever way they are rotated.

Statistics: Posted by SolarPortal — 18 Nov 2019, 11:41


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2019-11-18T01:01:39+01:00 2019-11-18T01:01:39+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13245#p13245 <![CDATA[Re: New PBR Shader]]>
The metal looks like metal and not brushed or like frosted glass. This is nice!

Question- Will the new version be able to have a texture or decal fade in specific time frame without figuring out a script (writing myself) or no. I'll try to figure it out either way.


Keep up the good work.

Statistics: Posted by Sage1969 — 18 Nov 2019, 01:01


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2019-11-16T14:13:13+01:00 2019-11-16T14:13:13+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13244#p13244 <![CDATA[Re: New PBR Shader]]>
Left is old PBR shader, Right is new PBR shader
Clipboard Image (1).jpg

Statistics: Posted by SolarPortal — 16 Nov 2019, 14:13


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2019-11-11T19:55:43+01:00 2019-11-11T19:55:43+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2542&p=13242#p13242 <![CDATA[Re: New PBR Shader]]> great to see, thanks for keeping us updated.. :)

Statistics: Posted by epsilonion — 11 Nov 2019, 19:55


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