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by illwieckz
Wed Jul 30, 2025 5:47 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Here is another very good example from the Metro map. See on the first screenshot on the ceiling how the “shadow” looks like to be painted over the light? And what is that dark blotch on the right of the train ETA indicator panel? How the light even doesn't reach the bottom wall despite having massi...
by illwieckz
Wed Jul 30, 2025 5:29 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Another example with the metro map. On the Tremulous build (first), the almost-black darkness between the right spot lights on the round ceiling are not shadows. Shadows are the lack of lights behind the tubes and small pillars. On the maps built with the linear pipeline, there are shadows everywher...
by illwieckz
Wed Jul 30, 2025 5:18 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Here is the Tremulous build for the metro map. On that first screenshot (Tremulous build), the lack of light between the left side of the corridor (tank and trunks) and the right side of the corridor (shelves) is NOT a shadow, but the broken result of both a broken light attenuation, broken light ba...
by illwieckz
Wed Jul 30, 2025 4:55 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Where have the shadows gone here? (and these two are just the most obvious ones IMO) In the first screenshot in Vega, lights are all round the room, the only place where you can realistically expect shadows are between aquariums, and only light shadows because there is still direct lights coming in...
by illwieckz
Wed Jul 30, 2025 12:32 am UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

No one disagrees on the fact those blending shaders look wrong this way. The fact they look wrong is part of why I suggest to do a minor release shipping the new pipeline in engine so more people can actually test maps on some test servers, so we can polish assets for the linear pipeline experience ...
by illwieckz
Mon Jul 28, 2025 4:55 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Yes that was a mistake of mine, I misclicked the button to edit and quote. The phpBB UI is confusing as both admin buttons and non-admin buttons have same shape and color and the edit button is actually more accessible (most centered) than the edit button (the most off-center). Sorry for that. I'm n...
by illwieckz
Mon Jul 28, 2025 2:23 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Hmm, sorry @Redsky, it looks like I misclicked and clicked the “edit” button instead of the “quote” one. 🤦‍♀️ I restored your post based on my quotes. --- So here was my first post > You described here less distinct highlights and less harsh shadows. As a preamble I want to remind we are delivering ...
by illwieckz
Sun Jul 27, 2025 5:38 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

So the previous message mostly answered to that: Supposing we want assets to look good in both modes, we probably need some q3shader directive to conditionally choose shaders or shader stages based on the colorspace. For example a stage-level colorspace naive or colorspace linear could disable the s...
by illwieckz
Sun Jul 27, 2025 5:11 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

Our models were done at a time the software used to make them were already colorspace aware. Our models are already expected to be rendered with linear operations and what happens is that we should expect that those models aren't rendered correctly yet. Of course we cannot exclude that we may have b...
by illwieckz
Fri Jul 25, 2025 9:00 pm UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

So my idea is that the next major release will have the colorspace code shipped and it will be officially supported to load maps built the new way with the -sRGB q3map2 switch. We may ship all our stock maps rebuilt. This doesn't prevent us to ship an engine-only point release before that enabling t...