#Manually Remastering Assets

2111 messages · Page 3 of 3 (latest)

fair helm
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If you skin the replacement character model to the skeleton that is captured by USD capture, then it should work like a normal mesh replacement.

The captured skeletons are kinda miserable to skin to though. You can use the original asset's skeleton if you have access to it, bu tyou need to make sure that the bones are in the same order as the captured bones (and when you go from fbx -> usd you need to make sure the exporter doesn't try to add a bunch of new bones to it)

stray ether
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yea I have access to the model

stray ether
fair helm
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so the biggest failure point is in making sure that the captured skeleton has the same number of bones, in the same order, as the skeleton you're skinning to.

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you should be able to grab each bone and move it around in USD composer, which will let you see which vertices it modifies.

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If the skeletons don't match up it is actually possible to fix them with some USD properties, by messing with the joint lists that USD uses... but it'd be a lot easier to just skin it to a matching skeleton

flat ginkgo
stray ether
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you cannot see the character in most levels unfortunately. I need to try another level that is entirely interior.

stray ether
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or are create and composer two different apps?

flat ginkgo
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Create has been renamed as USD Composer

stray ether
stray ether
flat ginkgo
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Maybe if you play with the game's graphical settings, you might trigger an special rendering mode that makes it work. It is usually recommended to play with the minimum settings to avoid more complex stuff like custom shaders and such

stray ether
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Yea, that's what I have been doing. there are so many variables when it comes to textures but I might just try the absolute minimum

spark dome
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Someone know why when im applying POM in Omniverse i just see PBR without POM?

fair helm
spark dome
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i remember that in Omniverse its non visible

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but in game its depence

fair helm
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post a snip of your material?

spark dome
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Like what do you mean exactly?

fair helm
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(open the usda in a text editor and search for your material, then copy/paste that text into here)

spark dome
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Sure

spark dome
# fair helm (open the usda in a text editor and search for your material, then copy/paste th...

over "mat_BE95E973251EBBAB"
{
over "Shader"
{
asset inputs:diffuse_texture = @./SubUSDs/textures/diffuse/BE95E973251EBBAB.dds@ (
customData = {
asset default = @@
}
displayGroup = "Diffuse"
displayName = "Albedo Map"
doc = "The texture specifying the albedo value and the optional opacity value to use in the alpha channel"
hidden = false
)
asset inputs:height_texture = @./SubUSDs/textures/displacements/BE95E973251EBBAB_H.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Displacement"
displayName = "Height Map"
doc = "A pixel value of 0 is the lowest point. A pixel value of 1 will be the highest point."
hidden = false
)
asset inputs:normalmap_texture = @./SubUSDs/textures/normals/BE95E973251EBBAB_N.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Normal"
displayName = "Normal Map"
hidden = false
)
asset inputs:reflectionroughness_texture = @./SubUSDs/textures/roughness/BE95E973251EBBAB_R.dds@ (
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Specular"
displayName = "Roughness Map"
hidden = false
)
}
}

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It could appear if i reopen omniverse and save usda

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but this time it doesnt happen

fair helm
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It could appear if i reopen omniverse and save usda
erm, what do you mean? It doesn't work in game, but then you open the usda, save it, and then it does work in game?

fair helm
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so is the snip you posted from after opening / closing it? or before?

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I don't see anything wrong with the stuff you posted

spark dome
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But still no changes in game

fair helm
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I'm very confused right now, so please say very clearly what is happening. You implied earlier that it could appear by opening and saving the file in USD Composer, but now you're saying no changes in game?

spark dome
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opening

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saving

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Actually i apply Heightmap once again

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even so it already was

fair helm
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... you've just made me even more confused

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Assume I know nothing about what you're doing, and list out exactly what you're doing, what you expect to happen, and what is actually happening

spark dome
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Im confused also because i dont understand why its happening

spark dome
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but now if im doing almost same thing, nothing happen

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Before POM was applying fine i suppose

fair helm
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Here's a material from one of my test files. You might need to set the displace_in property

        def Material "Mat_01"
        {
            token outputs:mdl:surface.connect = </World/Looks/Mat_01/Shader.outputs:out>

            def Shader "Shader" (
                kind = "Material"
            )
            {
                uniform token info:implementationSource = "sourceAsset"
                uniform asset info:mdl:sourceAsset = @./AperturePBR_Opacity.mdl@
                uniform token info:mdl:sourceAsset:subIdentifier = "AperturePBR_Opacity"
                asset inputs:diffuse_texture = @./textures/basecolor.dds@ (
                    colorSpace = "sRGB"
                )
                float inputs:displace_in = 0.05
                asset inputs:height_texture = @./textures/height.dds@ (
                    colorSpace = "raw"
                )
                token outputs:out
                asset inputs:normalmap_texture = @./textures/normal_OTH.dds@ (
                    colorSpace = "raw"
                )
                asset inputs:reflectionroughness_texture = @./textures/roughness.dds@ (
                    colorSpace = "raw"
                )
            }
        }

Also be aware - older versions of the AperturePBR_Opacity.mdl files didn't have a height_texture, so if you open the usda in USD Composer and it's pointing to one of those older mdl files, USD composer will strip out the height_texture property. You should make sure you're using the latest runtime, take a USD capture, and use the MDL file generated from that new capture.

spark dome
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in first try

fair helm
spark dome
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i did nothing

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and suddenly Displacement asignment appeared

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in USD Composer

fair helm
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Okay, that means you're using the updated MDL files, so that should be fine.

spark dome
fair helm
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try setting inwards displacement to something other than the default value

spark dome
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material that on screen is one of textures where POM is working

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default is 1.0

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So yeah

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i think i need to put 0.05 to other textures and see

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what will change

spark dome
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Yep now its working

soft zenith
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Okay, we know that to add light, the light source needs to be made a child of mesh_hash. But what do you need to do to remove a captured light source from the scene? Yes, I know that you can set the intensity and exposure to 0, but are there any more effective options?

soft zenith
fair helm
fair helm
soft zenith
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Okay, I fixed it by just setting the game's graphics settings to minimum.

soft zenith
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What is a reasonable number of light sources to add to a scene that the path tracing didn't make so much noise?

flat ginkgo
soft zenith
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Dlls ultra performance for 1440p output

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But it's the same without dlss ±

flat ginkgo
# soft zenith I put 1-2 ray bounce and a high denoiser preset through the simplified settings....

I'm not home rn to point you to the settings, but there is a slider right on top of the rendering tab, something about RIS lights which you can crank it up of it is too low. Something around 15 should be great iirc.
Also, I think there is a chance your motion vectors are screwed up. Try enabling the debug view to visualize them, see if the roof has some weird behaviour different than the walls and floors

soft zenith
deep ice
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Enable the debug mode

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I wanna see if there is anything unstable there

soft zenith
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In general, it seems like the motion vectors are generated correctly. It seems that the problem is in the denoiser, I guess I will have to select parameters by trial and error method

soft zenith
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Or if anyone has documentation on denoisers in rtx remix, I'd love to read it

keen canopy
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Your denoiser settings don't save, I wouldn't bother messing with them. Maybe choosing the method in the drop down but you'll have to do it every time you start the game

soft zenith
keen canopy
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Your motion vectors are crazy

soft zenith
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But then dlss wouldn't work, would it?

keen canopy
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It works just not awesome

pulsar hound
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your game is is like what are you doing

kindred bronze
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p.s this is a mesh replacement, with the same mesh.

fair helm
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The lightsaber is getting left behind? It might be bound to a skeleton, and your replacement doesn't have matching joint binding information

kindred bronze
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are skeletons supposed to be captured? there is nothing in the folder

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guess ill have to extract the game

fair helm
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If the mesh is skinned using GPU skinning, there should be bones in the captured USD. If it was skinned on the CPU, the hash wouldn't be stable enough to replace

upper dock
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Why light don't change?

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It should be yellow

upper dock
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Or distant lights don't change?

kindred bronze
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will remix ever support meshes with vertex shaders?

upper dock
kindred bronze
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mesh replacements with vertex shader transformation support when?

upper dock
tight oriole
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this is a recent state of the game

snow lagoon
tight oriole
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ah

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also i didnt realise this was a different channel so it got sent in the wrong channel lmao

night pond
# soft zenith What is a reasonable number of light sources to add to a scene that the path tra...

That's not an issue with the denoiser. It's is caused by 3 potential things:

  1. Don't use DLSS Ultra, use Quality and lower base resolution instead. I recommend 720p or 900p followed by DLSS Quality. Also make sure to set RTX settings to Ultra, anything lower is not worth it unless you really struggle for framerates.
  2. Your light output is too low, and the Auto exposure kicks up too high. Turn off Auto exposure feature then raise the output of light sources and lower exposure/brightness in the post process section.
  3. Something weird is going on with your lights. Did you disable the vanilla lights or remove them completely? It may also be the case with double, triple "layers" of multiple light sources added in the same place, this can happen if you add light sources to one area multiple times in different sublayers. Always make sure to only add light sources to an area once.

And next time, please feel free to DM me and discuss questions like this when it comes to Max Payne, because I spent many hours tweaking and trying different settings and I have a pretty good understanding on how Remix works in this game as well as most of the different settings in the Remix menu. Cheers!

soft zenith
dusky solar
kindred bronze
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last message here was 02/18/2024

clear tree
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last message here was "last message here was 02/18/2024"