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Beev Fallen

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  1. the performance gain i'm getting on 6.5.2.566967 is massive. it's triple the FPS compared to other viewers. fantastic job, Lindens! but i noticed weird behaviour of Legacy brand mesh bodies, which dissapear completely on camming away ever so slightly. and no other mesh body shows this issue.
  2. on Firestorm, press Alt+P (Phototools), go to 'Gen' tab, set all 'Vig.' settings to default.
  3. Cyberpunk 2077, haha! we don't even have cubemaps in SL. i remember we had screen space reflections few years ago - why was it dumped? and even earlier before i arrived to SL, there was a global illlumination solution, i saw it on youtube. why was it dumped too?
  4. anyway guys, it's just forum blabbering, LL said couple times they are not interested in SL to be cutting-edge graphics.
  5. the majoity of SL content is somewhat AAA only while it's being viewed in external 3D software which was used to create it. the version of it that is being imported to SL, is unusable for PBR rendering because it contains light and shader information all baked into diffuse textures, to satisfy users with low-end hardware. i link a video showcasing content that is produced to work with PBR shaders and lighting, you can see how 'flat' it looks before final passes with shaders and lighting are applied (pretty much like all-time-favorite shadowless CalWL preset in SL). nobody ever can untick a 'lighting and shaders' checkbox in GTA V settings, since it's is a fundamental part of the render, you only can lower the fidelity of it.
  6. what arton posted, plus 'hacky' normal map for the liquid and whole bunch of place-specific projectors:
  7. I can tell there are some issues with sun shadows rendering, and also with how projector's 'ambient' parameter affects objects. not sure if it's worth trying to make a new JIRAs on these issues. so, have anyone noticed the sun bleeding BAD throught the walls in EEP?
  8. great news, I tested and I confirm speculars are back to pre-EEP behaviour good job Lindens, it took awhile, but it's finally fixed! yay!
  9. well deny this, diffuse is plain RGB 128 128 128, specular is plain RGB 128 128 128 if you can't see the difference on specular intensity - you probably should train your eyes more
  10. I am 99% sure that the problem with the weak speculars on Sunset/Sunrise is due to differences in sun power calculation on that sun angle (can i put it like that? not a graphics engineer) in EEP, so, if Linden Labs were tweaking speculars using Sunset preset, they actually might get it worse. Try yourself - move the sun position a little bit up in Sunset EEP - you can see how powerful speculars get if sun rises a bit up above the horizon. If i was the one who's in charge of fixing this, I would slightly change both Sunset/Sunrise EEP presets (5 'clicks' up above the horizon) to keep the old behaviour, and tweak the global specular intensity to reasonable level relying on Midday presets. I am 99% sure that it is the consequence of tweaking the speculars intensity while relying on Sunset preset. Can't agree to that, local light sources show twice more intense specular brightness compared to pre-EEP.
  11. speculars on EEP remain broken. many creators noticed their speculars look twice more intense. the problem is known since EEP introduction with first official viewer EEP-releases, multiple JIRAs created, promised to be fixed, JIRAs closed, bug is not fixed yet. now with Firestorm update it goes gridwide. have anyone noticed avatars looking like plastic now? please submit your comment in JIRA here: https://jira.secondlife.com/browse/BUG-229822
  12. necroposting... because why not building with prims in 2020!
  13. i actually see much more 'expected' kind of behaviour and definition on normal maps in the examples that Beq provided... so we will see here i cropped the regular cube prim part from the Beq's screenshot, to me it looks like heaven with fixed version:
  14. i actually have no right words about the job you guys, @Beq Janus , @polysail , have done here. it's mindblowing to me, the final result. IT IS MIND-BLOW-ING. i have no idea how this wasn't seen for ages. the SL is going to change when you release this. thank you guys for your brilliant investigation and time spent and all that work.
  15. nothing is baked in the video i posted. the test asset is made by a skilled body rigger. check yourself, the asset box is here: http://maps.secondlife.com/secondlife/Hangars Liquides/32/224/128 upd: [4:51 AM] xxxx:its very easy to calculate vertex normals on the fly [4:51 AM] xxxx: by just averages [4:51 AM] xxxx: every 3d modeling software does it in realtime as you model [4:51 AM] xxxx: and so does the default avatar in second life
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