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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-02-2017, 05:13 AM (This post was last modified: 03-02-2017, 05:15 AM by Rickv123.)
#6,291
Rickv123 Offline
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Tino, i think I've noticed a little bug in the phong lightning.

What I expect the specular map to do is determine the the strength of the phong light with the white color being the specular sliders value and black being no specular light at all and grey being the value in between.

Example: (Show Spoiler)
What I expect:
[Image: 9bbff4fb79.png]

Ingame:
[Image: 4ff34b07f9.png]
What I think is happening here is that it currently takes the value of the specular slider and adds the specular map on top of it instead of being the factor of the phong light which causes this bright look on all the textures.
Is there a way you could fix this ?

Thanks in advance!
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03-02-2017, 07:08 AM (This post was last modified: 03-02-2017, 07:10 AM by Tino.)
#6,292
Tino Offline
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When using phong lighting you have 2 components, Rim light and specular light, you have to control those components the specular intensity and rim intensity sliders.
The final light equation is Diffuse + Specular + Rim, where diffuse is the default color outputted by normal gc/wii shader, Specular is = specular color * specular texture value * specular intensity slider value,
and RIM = Rim color * (rim calculated intensity ^ rim exponent) * rim intensity slider value * specular texture value. I'm open to sugestion/changes to this equation
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03-02-2017, 08:40 AM
#6,293
Rickv123 Offline
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(03-02-2017, 07:08 AM)Tino Wrote: When using phong lighting you have 2 components, Rim light and specular light, you have to control those components the specular intensity and rim intensity sliders.
The final light equation is Diffuse + Specular + Rim, where diffuse is the default color outputted by normal gc/wii shader, Specular is = specular color * specular texture value * specular intensity slider value,
and RIM = Rim color * (rim calculated intensity ^ rim exponent) * rim intensity slider value * specular texture value. I'm open to sugestion/changes to this equation

When taking Rim out of the equation since it's not being used in this example, the formula would be Diffuse + specular + 0 <-- rim not being used in this case.
Diffuse + specular + 0 == Diffuse + (specular color * specular texture value * specular intensity slider value)
So lets say I would use a pure black texture it would be as follow I assume:

Ouput = Diffuse + (value=black * value = 0 * specular intensity slider value)
The answer would always become Diffuse + 0 because multiplying by 0 would always end up with 0
Which would mean Ouput = Diffuse, so if I understand it correcty, phong lightning would not be effecting this texture/object.

However when I actually use a black texture it still shows the phong light and gets even brighter than without loading custom materials.
I even went ahead and made all the textures that are associated with this object (mask textures, overlay textures etc.) and gave them also a black specular texture aswell.

Any idea what's happening here?
Quick note. The game is using custom lightning. Xenoblade originally doesn't support specular lightning.
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03-02-2017, 10:25 AM
#6,294
Tino Offline
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(03-02-2017, 08:40 AM)Rickv123 Wrote: When taking Rim out of the equation since it's not being used in this example, the formula would be Diffuse + specular + 0 <-- rim not being used in this case.
Diffuse + specular + 0 == Diffuse + (specular color * specular texture value * specular intensity slider value)
So lets say I would use a pure black texture it would be as follow I assume:

Ouput = Diffuse + (value=black * value = 0 * specular intensity slider value)
The answer would always become Diffuse + 0 because multiplying by 0 would always end up with 0
Which would mean Ouput = Diffuse, so if I understand it correcty, phong lightning would not be effecting this texture/object.

However when I actually use a black texture it still shows the phong light and gets even brighter than without loading custom materials.
I even went ahead and made all the textures that are associated with this object (mask textures, overlay textures etc.) and gave them also a black specular texture aswell.

Any idea what's happening here?
Quick note. The game is using custom lightning. Xenoblade originally doesn't support specular lightning.
what do you call a pure black texture? I'm not talking about the color (diffuse texture), i'm talking about a material texture with the specular channel set to 0, if that is your case then yes there is a bug there.
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03-02-2017, 11:36 AM (This post was last modified: 03-02-2017, 11:38 AM by Rickv123.)
#6,295
Rickv123 Offline
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(03-02-2017, 10:25 AM)Tino Wrote: what do you call a pure black texture? I'm not talking about the color (diffuse texture), i'm talking about a material texture with the specular channel set to 0, if that is your case then yes there is a bug there.

I've got 2 textures set up like this.

[hash].png
[hash].spec.png <-- this texture is entirely black

when I put them into the texture encoder I get a new texture back as expected.

[hash].png
[hash].mat.png

because the specular map is only black I get a material map texture back with only one color being #00F7F7F7 or you could say R:0 G:127 B:127 A:127

This should result into no specular light, no normalmapping, and no bumpmapping.
However phong lightning is still showing for some reason.

Example: (Show Spoiler)
Without Custom Materials enabled + phong light
[Image: 9264aca90d.png]

With Custom Materials enabled + phong light
[Image: 3e83f90771.png]

Material map I'm using in this example
[Image: 99181179f2.png]

As you can see, when loading custom material textures. the object gets even brighter despite the material texture having a red value of 0 so phong light so it should actually disappear in this scenario.
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03-02-2017, 12:00 PM
#6,296
Tino Offline
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ca nyou make me a small favor those images where exactly what i needed, can you put hte camara near pointing just behind that scene, i-m suspecting that thematerial is reflecting the sun ligth in a really sharp angle and that causes the excecive specular reflection
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03-02-2017, 12:27 PM (This post was last modified: 03-02-2017, 12:30 PM by Rickv123.)
#6,297
Rickv123 Offline
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(03-02-2017, 12:00 PM)Tino Wrote: ca nyou make me a small favor those images where exactly what i needed, can you put hte camara near pointing  just behind that scene, i-m suspecting that thematerial is reflecting the sun ligth in a really sharp angle and that causes the excecive specular reflection

https://puu.sh/uq944/070c7e1a6a.png

https://puu.sh/uq947/7d3beaa50d.png

https://puu.sh/uq94E/d4a8c2ca19.png
 
https://puu.sh/uq94v/93cb7a711f.png

https://puu.sh/uq93P/0fa1ad25fb.png

I made a few screenshots from multiple angles. Hope the one you're look for is in there Tongue.
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03-02-2017, 12:39 PM
#6,298
Tino Offline
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uploaded a new version, can you test if that improves the specular reflection?
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03-02-2017, 01:12 PM
#6,299
Rickv123 Offline
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(03-02-2017, 12:39 PM)Tino Wrote: uploaded a new version, can you test if that improves the specular reflection?

The texture is looking pretty nice and crispy already Big Grin
[Image: 43788f91f2.png]

The overhaul brightness has improved, however creating a black specular map texture still causes phong light to appear while it shouldn't, but it's not so noticeable if you don't put specular lightning too high.
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03-03-2017, 11:20 AM
#6,300
jonaand2 Offline
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trying sonic colours with directx 12 i have this

with 60fps code enable

[Image: T9cdLwu.jpg]
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
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