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Reinchard

Doom with PBR materials

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So here's Marble2:

qjOh7dS.jpg

 

I can't decide whether to use some more reflective surface, like this:

wgMRAq9.jpg

 

or maybe some extremely glossy like that one:

aLSkXPf.jpg

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Posted (edited)

I'd say reflective, glossy is a bit too.. well glossy. Its really hard to choose because i seen marbles that looks like both of these, so im saying reflective just from artistic point of view.

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So I'm in the middle of making some simple test map showing how that materials work with dynamic lights in engine. Surprisingly I use first marble2 version (the one with lowest gloss) and it's looking glossy enough I think.

GapqAHD.jpg

SrAIZHl.jpg

V1CgZ1N.jpg

l4VQil4.jpg

qPSwXUX.jpg

XzRfsf4.jpg

4htP6Vv.jpg

GddrXZ9.jpg

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Looks very moody, it looks like you've been able to incorporate these hi-res textures without it looking out of place. Well done!

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Yes, but using POM on vertical surfaces is not a good idea in my opinion. Parallax effect involved some evident visual glitches, so it's more suitable for horizontal surfaces where this effects are not that obvious.

8i4aQFj.jpg

Zt4WSk8.jpg

 

And here's POM on ceiling for example:

wdUUp9k.jpg

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4 hours ago, Reinchard said:

Yes, but using POM on vertical surfaces is not a good idea in my opinion.

It's not vertical surfaces that are the problem per-se. If you look at any POM surface from a perpendicular point (ie view direction directly opposite its normal) then there's no perspective for it to calculate offsets from. Looking straight down at a horizontal surface will give you the same error so to speak.

 

Anything with the vertical range you're applying there will show up as problematic with POM. It really works best with a narrower range.

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16 minutes ago, GooberMan said:

It's not vertical surfaces that are the problem per-se. If you look at any POM surface from a perpendicular point (ie view direction directly opposite its normal) then there's no perspective for it to calculate offsets from. Looking straight down at a horizontal surface will give you the same error so to speak.

 

Anything with the vertical range you're applying there will show up as problematic with POM. It really works best with a narrower range.

That's what I mean in short. I didn't tell anywhere that POM behave different on horizontal surfaces. All I wanted to say is that POM offset is less obvious on ceilings/floors, but ofc is still visible.

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The main problem IMO is when they're applied on a texture that then slides up in the ceiling or down into the floor, like a typical door or lift, and it doesn't make sense that the mechanism doesn't get stuck on the protruding parts.

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30 minutes ago, Gez said:

The main problem IMO is when they're applied on a texture that then slides up in the ceiling or down into the floor, like a typical door or lift, and it doesn't make sense that the mechanism doesn't get stuck on the protruding parts.

 

In GZDoom's implementation of Parallax Mapping nothing protrudes exactly, instead the effect makes some areas 'sink into' the texture. Nothing clips through floors or ceilings on a moving sector with it applied because nothing sticks further out than the original texture did. 

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You know about that optical illusion where a face is inside out and it looks like it is following you as you walk by? I wonder if that can be done in-game with parallax mapping. Would that be a bad idea even if it could be done?

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Thanks @KuriKai. I didn't count them, but most of them are in this topic. Like I said, I have plans to release this stuff soon (both materials and example map), but I need some time to polish few things.

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While it's looks really faithfull to doom, it doesn't exactly look like... well blood. more like dark red jelly or something

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I really wish there was a way to make POM work. I really like it. I don't see what the flaws are.

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1 hour ago, Mynameislol said:

While it's looks really faithfull to doom, it doesn't exactly look like... well blood. more like dark red jelly or something

You must choose between realistic blood and classic texture. You can't have both of them at the same time ;)

 

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