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Beev Fallen

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Posts posted by Beev Fallen

  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.

    Untitled-1.thumb.png.e9a8a55354b39d25ee6b3bc58b037550.pngUntitled-2.thumb.png.914a6172f37bab4114bf8d03f8f0c03f.png

    • Like 1
  2. 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.

     

  3. 10 hours ago, Rowan Amore said:

    That's a whole lot of EEP fixes.  I wonder what else will rear it's ugly head as time goes by.  

    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?

  4. 15 hours ago, arton Rotaru said:

    That has been worked on but it's still nowhere near as it should be like in Pre-EEP. Specular reflections are still too weak at sunset/sunrise.

    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.

     

    16 hours ago, arton Rotaru said:

    Unfortunately we also have way too much shine at midday sun angles in EEP as well. This one:

    I am 99% sure that it is the consequence of tweaking the speculars intensity while relying on Sunset preset.

     

    16 hours ago, arton Rotaru said:

    Then there are point lights which do pretty much behave as they did in Pre-EEP.

    Can't agree to that, local light sources show twice more intense specular brightness compared to pre-EEP.

    specular_intensity_pre-EEP.thumb.png.53141a15a5543ae6f9045683b0d55c9d.pngspecular_intensity_EEP.thumb.png.717e7ad15e0b1aa691dbe9c426d0d476.png

    • Like 2
  5. 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?

    specular_intensity_pre-EEP.thumb.png.73ddc947bcf22e7f9205853e0ee729f3.pngspecular_intensity_EEP.thumb.png.4fde20e1c7303ceb3b80ba5a5ccdc3df.png

     

    please submit your comment in JIRA here: https://jira.secondlife.com/browse/BUG-229822

    • Thanks 1
  6. 23 minutes ago, polysail said:

    But the change won't be that ground-breaking for SL. 

    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:
     

    ezgif-4-120402552b16.gif

  7. 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.

    • Like 1
  8. 10 hours ago, NiranV Dean said:

    As far as i can tell this is not an issue with shading itself, its more of an issue that the shading is baked into the object on export/upload.

    On a similar topic its also the reason why taking parts of a body (for modification) and reuploading only that modified part produces light seams. The object which has been reduced to the modified parts only is shaded differently since it is now a different shaped object and its "ends" are located differently. The resulting different shading is then baked into the object and uploaded resulting in light seams when combined with the original "whole" object.

    What i'm saying is, you need to upload the object without any shading (if that is even possible since its always shaded on export) and apply the shading post e.g via textures (diffuse, normal and spec).

    I'm pretty sure that if the shading was updated dynamically whenever the mesh is transformed via shape sliders we'd end up with even more problems, especially more light seams, in fact we would probably have light seams on everything that isn't one complete solid mesh.

    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

  9. did you ever notice this happens to your mesh body or head?

    no matter the slider position, your 'parts' shaded identical.

    on minimum or maximum slider position, you get the same shading of your nose or breasts or whatever other parts.

    this is a major flaw (or bug?) in rigged mesh shading in Second Life.

    if you're using Second Life NOT with a shadowless WL presets like CalWL, this affects your avatar for years.

    you never get your unique face or body shape shaded right, the shading always looks like the default shape.

    please consider spreading this information and click 'Watch' icon on a newly created JIRA on this link:

    https://jira.secondlife.com/browse/BUG-228823

    thank you.

  10. 6 hours ago, arton Rotaru said:

    I agree that spec reflections from local lights are more intense than pre-EEP. However, the reflections from the sun are still way too low in EEP. It's easy to test with a simple cube. Be it midday, or sunset etc..

    Not that it's reasonable to redo every object anyway, It's rather impossible to get reasonable results for sun and local lights now.

    I agree, the reflection from the sun is WAY weaker in EEP. In pre-EEP you can easily see that glowy-bright reflection from the sun when setting specular to the max values, you can't see that in EEP, on the same WL.

    j6B1CKX.png

     

    So, we have twice more intense speculars for the local lights, and twice less intense specular reflections from the sun. ?!

     

    6 hours ago, Da5id Weatherwax said:

    I think the biggest issue with the changes to the specularity in EEP is actually with mesh bodies that use a specular map to give the skin a subtle sheen (not the "freshly oiled" look that some folks favor, I'm talking about a much more subtle effect) The other day I was hanging out with a friend who wears what was a rather beautiful dark skin with a very well-done subtle sheen, pre-EEP. In any EEP-enabled viewer she looks like she was cast in bronze.  It's very noticeable on many, many avatars.

    I can confirm that, tested with several avatars, the issue is here.

    • Thanks 2
  11. 1 hour ago, Kyrah Abattoir said:

    It kinda make sense for the sun to be a more diffuse light source than a spotlight sitting right next to you.

    Can't agree to that. Bright sun and bright lamp in a dark room should produce similiar specular reflection on an object. For diffuse lighting we have "Ambient" parameter of WL/EEP. Anyway, with the new EEP way of rendering speculars it is impossible to manage reasonable specular parameters for both indoor / outdoor use. You tweak item specular to look 'pretty' for outdoor with the sun, then you bring item indoor into the light sources scenario - it is shiny as hell. You re-tweak item's specular for indoor to look 'pretty', then you put it outside - it has no visible speculars (not 'pretty' anymore). Repeat.

    • Like 2
  12. EEP viewer makes speculars much brighter with local light sources, while keeping around the same specular brightness with the sun. That means you will need to re-tweak your asset for indoor / outdoor use. How about tweaking your avatar speculars every time you walk outside the club, then walk back inside the club?

    Here is the same asset with the same specular values, lit with just sun, and lit with a single projector while being in the shadow. WL preset used is 'Midday'. You can clearly see now the huge 'gap' in specular behaviour with indoor / outdoor scenarios with EEP viewer.

    Pre-EEP https://i.imgur.com/foXyHgb.jpg
    EEP https://i.imgur.com/7AdLZly.jpg

    Asset & light source properties https://imgur.com/a/v8Zz6OI

    • Like 1
  13. Lately I tried to provide additional information for Tilia account.
    I submitted a scan of my russian internal passport (I'm not a US citizen) and a quick photo of the internet bill for july 2019.

    I recieved the reply to my email, quote:

    Quote

     

    "We received and reviewed the information you recently provided, but were unable to match your personal information to any records because either document submitted is illegible, the information was entered incorrectly, or there was no file match. To make sure that your information is correct, please comply with the following requests:

    Submit a Proof of Identity that is Not Handwritten

    Documents must include information such as first and last name, date of birth, issuance and expiry date, as well as the document ID number. The name on this document must match the name you've registered on your PayPal account."

     

    My internal russian passport issued in 2001 and it is handwritten. Handwritten in russian language, obviously. And it is a common thing for older russian passports. But it includes all that information, and was accepted by PayPal when they asked me for it back in 2016. I can only have a new passport, that is NOT handwritten, in 2025 (that's Ministry of Internal Affairs of the Russian Federation rules).

    So I have no idea what do I do.
    Is there a Tilia support service for cases like that?

    • Sad 2
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