I want to do some space ships with ZBrush and Substance painter.
Can, or will Oolite support PBR shaders.
Modern ship yard.
Moderators: winston, another_commander
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Modern ship yard.
I believe that it can, although nobody has attempted it yet. Entities can have their own shaders overriding the default ones if desired and there is possibility of using external textures in shaders, so it should be possible to have textures for albedo, metalness and roughness and use those with the appropriate maths to simulate physically accurate lighting.Can, or will Oolite support PBR shaders.
But I think it will still look weird, at least until shadows are implemented.
Re: Modern ship yard.
Are there any shader gurus in the Universe ?
Seems like a great platform to showcase Sci-Fi art.
Seems like a great platform to showcase Sci-Fi art.
Re: Modern ship yard.
If I may jump straight to some questions.
1) What is the max poly count ?
2) How many materials. ?
3) What is a standard texture set ?
(albedo, metallic roughness, normal, height)
(diffuse, specular, normal),
etc.
Are there any "off the shelf" shader workflows that could be preseted in Substance ?
https://www.allegorithmic.com/products/ ... e-designer
1) What is the max poly count ?
2) How many materials. ?
3) What is a standard texture set ?
(albedo, metallic roughness, normal, height)
(diffuse, specular, normal),
etc.
Are there any "off the shelf" shader workflows that could be preseted in Substance ?
https://www.allegorithmic.com/products/ ... e-designer
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Modern ship yard.
I'll try to provide some answers to the best of my knowledge, after a brief scan of the code. There is a chance I may have missed something though.
There does not seem to be a limit other than available memory.1) What is the max poly count ?
SAme. Memory seems to be the only limit.2) How many materials. ?
Diffuse, specular, normal, parallax, with provisions for additional textures such as emission and illumination maps and possibility of incorporating external textures if needed. Greyscale maps can be part of other textures by embedding them in eventually spare alpha channels.3) What is a standard texture set ?
(albedo, metallic roughness, normal, height)
(diffuse, specular, normal),
etc.
No.Are there any "off the shelf" shader workflows that could be preseted in Substance ?
https://www.allegorithmic.com/products/ ... e-designer
-
- Dangerous
- Posts: 112
- Joined: Wed Jan 18, 2017 2:01 pm
Re: Modern ship yard.
im going to chime in about poly count. i try to keep larger vessels at under 5000 tris for each piece or subentity. there are a lot of tricks to get a model looking smooth that do not require a high poly count. one of those is smooth faces. a trick i use is i break the pieces off i want smooth and the edges where they meet are nice and sharp almost like marking them sharp. check out my ships wip for some clues about how detailed (or actually really simple) the models are.
high poly count does not necessarily a better game model make, but there are ways to fool the eye into thinking it is higher detail than it really is.
i cant recall offhand how high the highest count is, but i think the long range cruiser weighs in at about 103,000 tris. tris are the key number. of course it is broken into pieces (a main hull and subentities) and the biggest reason for that is due to texture quality. i want the textures to be as crisp as possible for such a large ship. that is perhaps a better reason to break a model up than due to a poly cap limit.
high poly count does not necessarily a better game model make, but there are ways to fool the eye into thinking it is higher detail than it really is.
i cant recall offhand how high the highest count is, but i think the long range cruiser weighs in at about 103,000 tris. tris are the key number. of course it is broken into pieces (a main hull and subentities) and the biggest reason for that is due to texture quality. i want the textures to be as crisp as possible for such a large ship. that is perhaps a better reason to break a model up than due to a poly cap limit.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am