#NFSU2 (Need For Speed Underground 2)
1 messages · Page 30 of 1
Ye same
Need for speed: the Need of peed
?
The latest one
there's no nostalgia
Huh
I think he meant Unbound
Huh
I said underground
good morning from taiwan
I ain't messing with BIOS stuff, too risky
What

you have to launch the nsight monitor
Mirroring the scene is an old trick for reflections, AFAIK that is close to what planar reflection do which place another camera to render an image to be used as a texture. I honestly don't remember if there is a render target for the reflection
I consulted the cats again. They suggested a way to help speed up redoing materials.
What if we just took the existing meshes, cleaned up their UVs (just toss them into magic UV or similar), and then just applied a PBR texture from CC0 or similar. We could then go and use substance painter for the details and wear.
They thought it might be better than just remaking each texture by hand to fit the wonky UVs.
Any thoughts on this workflow?

Hmm good one. I'm working on a tool to be used within OV that should speed up assets replacement considerably, specially meshes. Since OV extensions use basic python scripting, that could also be implemented easily
For being basically python, any other method to enhance the assets using, like, pytorch ML models in the textures could be used, all within OV UI itself
I’ll try doing the UV workflow later tonight and see how it works out.
I saw you made that obj to usd script for OV on Kim’s repo 👀
Hmm nope, I have some scripts for converting dds <-> png, and USD <-> USDA but never contributed directly to kim repo, just sent him the scripts to add.
The tool I'm developing now is on another repo, gimme a sec
I'd, but for publishing and making the extension available in OV extension browser, it must be linked to the repo so it can grab the releases directly from the github page
I am sorta lost sorry, where do I find the launch option?
wait nvm
Ok no still lost
tried launching nsight monitor after loading up the game through Nsight VSC
nothing happens
Getting a graphics debugger like that working anymore is kinda of a pain. You can try using apitrace if you really wanna dig into things.
It’s a modern program and supports pretty much every form of api.
I think it's more of an issue on my end than the program itself
I don't quite know how to work with it
Or if I have done something wrong
I’ve tried the same program [old nsight] and it was so temperamental to get working.
I don’t remember. It was frustrating enough for me uninstall it and just use apitrace.
Launch VSC > Click on Nsight in the ribbon bar > Start Performance Analysis > Set game exe path > Set DirectX in trace settings > Launch App > Kill app after a while
oh isee
Yea screw all that
but cool hud 😔
i was referring to nsight
That’s perfhud I presume, which needs to be compiled in.
oh fuck
I thought it was part of nsight
💀
Nopeeee
Journeyed to a Buddhist temple and contemplated this some more. I think it’ll help accelerate things a ton. Especially the roads/sidewalks since those are a hero texture and need good UVs the most.
I'll be afk for 4 days
Going to the temple huh?
Going to the mountains in searc for mark's temple. Might find the toolkit there.
I went to the one on the left, I think Mark is on the right.
Yeah. I'm aiming for a design in which the user doesn't needs to quit a capture to open another usd file just to come back and assemble the replacement. It will be all setup while navigating through the capture and messing up with the assets
i've never had to do that in my workflow
but having it integrated anyway should be very helpful
Weird, the way we do requires to open the exported mesh.usd to create the material from the MDL file, assign the textures and stuff and then go back to the capture, add an authoring mod layer and perform the actual replacement adding the xform, then the reference to the mesh.usd and so on 
oh, i just do that all in notepad with a template i have
i forgot that i do that, lol
makes sense then
Interesting. I found out that the materials can be added as an external reference rather than being a defined prim inside the mesh.usd, and might not seem like much, but makes all the difference to iterate back and forth during modeling
i used to use that method, but Mark said it could have some negative consequences
i'll see if i can find that post
#general-remix message
Hmm I see. i remember it having some bugs a while ago too, with it applyint the same material on every single replaced mesh.
I'll be adding the material to the authoring layer as a def rather than an over, which maybe might work fine, if I understood what mark said right
On that note, did look into the OV thing you'd mentioned @tawny elk I must admit, I am very lost
From what I understand, it creates and lets you edit USD files, files that describe a scene
How do these link into remix exactly? Why are these in particular used and why does it require OV as opposed to a regular 3d modeler software, like say, Blender?
No, as in, why OV is used at all with RTX Remix
Cause Nvidia be betting the ship on it. encouraging its usage.
Omniverse is compatible with what Remix needs to work, and it's easier than doing everything in text
usd and usda files are how we replace stuff in Remix
There’s also not much pubically available tooling that really works well with USDs. Which is what OV strives to be the first in, since it’s all USD based.
Honestly, adam said it, but it has some cool features, like being an universal standardized method for describing the 3D stuff of a scene. With it you can open in USD composer (AKA OV), Omniverse Code, blender, maya...
yeah
I see
So how do you load in the entirety of the map of ug2 as a USD
by that, I'm mostly referring to how you extract the entire map as a mesh with scaling, positions, etc intact
I had trouble getting a single texture out as is
the only way I got a mesh out was through ninjaripper, which was a pain and a haalf of thousands of disconnected meshes to sort through
You drive around and capture things a bunch
So just redoing the UVs with automated tooling seems to be a good way to fix things, especially in regards to texel density and getting rid of stretching. Once @ember river gets the tooling streamlined to make mesh replacements, or the toolkit releases, I'll try doing a larger attempt and get it into game.
i just want to make sure you know, but you can process an entire stage of meshes with the omniverse script i have
and a whole folder with the non-OV one
Well yeah, even after capturing things using remix, the meshes are all disconnected to improve frustum culling granularity, it is how the game is after all.
Remix being such a middleware intercepting stuff, performs the captures by intercepting the api calls requests to render the meshes during a single frame, and dumps all the data into separate .usd files, all materials too, all textures as DDS and then generates one single capture.usd file to aggregate and assemble all the assets so you can open the capture.usd file in OV and mess with it. Everything that was rendered during that single captured frame
I'd release a version this very weekend if I weren't involved these 3 days in a startup weekend event on my city, so probably, next week (tm)
this is more of a sidenote, but i wish you guys would let me know what you need added/changed in scripts to allow them to be used more efficiently, or at all. so far the only person to do so was CountBuggula, and instead a lot of people seem to just be writing complete replacements? like i really don't mind maintaining the scripts and adding features, that's why they're there
i wouldn't have had time to do the total OV integration, so i'm not really referring to that. i just mean in general really. it's a bit frustrating
I would love it if the mesh python script was just an exe or batch file that I could drag an OBJ file onto
As sad as it sounds, even the very day I wrote that little fix for the meshes interpolation thing, I knew the engagement wouldn't be that great. Python is already difficult to distribute to final users, and most ppl working on mods here aren't familiar with much programming at all, so we are kind of the only ones who feel comfortable to open a terminal and type some commands to do stuff.
Your scripts are great, but without some clicky UI for getting ppl feeling more comfortable, ppl won't be venturing that easily on mesh replacements.
If you would like, I can work on the UI stuff and you can contribute to the tool with your scripts too, adding more functionality to it. I'd love having more ppl working together on that thing, rather than being alone
Speaking of how fun python is for end users. Pip decided it didn't want to work anymore so I can't even use the scripts 
mm, i guess this is the case. the other community i'm very active in (AI stuff) is comfy with python and it's very very common to use scripts like these
i thought being able to just open the script editor in OV, paste the script, click on the model, and press run would be easy enough for people
It's not. I've got quite a smooth brain
Yeah, indeed. The target public drives the tooling specifics
i'm not really cut out for GUI stuff. i've tried so many times and i just suck at it
this is very doable though
If you would like, I can work on the UI stuff and you can contribute to the tool with your scripts too, adding more functionality to it. I'd love having more ppl working together on that thing, rather than being alone
i don't think i'll be able to contribute unfortunately. it's really outside the range of what i'm okay at. i was hoping that people would contribute to mine as well, but that hasn't happened yet
i'll work on that tomorrow at least
What verison of python do most people use? It's defiantly not 3.11
Whenever you change your mind, lemme know. Maybe after I get a few samples of how the UI side of things work inside OV (which is quite simple) you might feel more comfortable to take a look and get along
If you would rather go away from ui stuff for sure, I can give you a hint: We're in need of some pretty cool automated scripts that could analyse all the mods folder and check for possible errors and improvements to integrate in a CI/CD pipeline
If you would like to start a repo on that, I'd also love to contribute
Hard to say. We often jump around between many versions due to some libs not supporting certain versions, so it really depends on the applications.
In linux I use pyenv a lot, it allows to install and easily switch between many versions of python at need. On windows I'm using an equivalent one which I can't remember the name
It's something with the usd-core package. I don't think it has a windows 11 build 🙄
it doesn't depend on the Windows OS like that
i use 3.9.7 and 3.10.x though
for 3.11 it doesn't seem to have a package
which is annoying

that sounds fairly complex. i'm not sure how i'd go about doing that efficiently. hmm
also, did you include the alias dictionary in your OV mesh conversion script? @ember river
Hm yeah, that is what I meant by some libs not supporting certain versions. It is quite annoying 😭
Not yet, just got it working and run out of time to the event, will go back to it on monday
||Python on windows is a mess imo, drives me mad||
i use miniconda personally. makes python a lot easier
i have separate environments for the various things i do/use, and you can have multiple python versions
python as a whole is just a pain in the ass imo
The code is right here btw
https://github.com/Ekozmaster/NvidiaOmniverseRTXRemixTools/blob/e274fea7401755b3141f1daf92e5348d33bcbb48/exts/ekozerski.rtxremixtools/ekozerski/rtxremixtools/mesh_utils.py#L25
btw in stages, i had to do a really hacky workaround to prevent it from modifying the paths. i think we already discussed this though. hopefully you can get it working the correct way
We talked briefly, but I'd like to understand better how it works
Okay I finally got usd-core to install. Just need to preface the command with py -3.10 -m 
that's so weird
In OV, if the stage doesn't have a saved usd file yet, the paths will all be absolute
I don't try to understand how python works on windows. It's too confusing
ohh right, i got 2 issues confused. i had that issue with the non-OV script. i had to do a very hacky workaround
the problem with the OV script was that i couldn't delete the now useless primvar, so it was bloating file sizes and could potentially cause issues
#general-remix message
so i had to do this, where it just empties the old primvar. mark says it should be compatible, and it worked for me
i still can't get it to work right. the documentation is either wrong or i'm missing something very obvious, lol
it sucks though
Supposedly worked 
looks like it. it should print an error if it failed
you can process whole folders by just putting the folder paths instead, and specifying a file type with a flag
Do you use debug mode with breakpoints? They save lives while learning what can be done in a lib
Neat, I'll see if I can do some UV corrections here after I finish my movie 
i do not. i'm still fairly noob at python to be honest. i struggle a lot more than i should
can you point me to a good tutorial on that?
what movie?
Oh, debug mode is not that difficult really, usually python extensions for vscode already setups a launch.json setup for you to use.
By placing a breakpoint, you can analyse the variable values, make modifications to them, execute arbitrary code in a terminal window while the code execution is on a hold
Sadly I don't have any good sources that I know of, kinda learned on the fly, but any 10min python tutorial on debug mode should tell everything you gonna need
My neighbor Totoro 
Payback deez nuts
Anyway, I'm some kind of 'Nvidia purist'.
So to capture the whole map, you'd have to drive around, carefulyl getting Remix to pick up every mesh, generating USDs and combinging the USDs together?
If you're looking to capture the whole map you're better off using the debug camera
wont you run into lod issues then
You would
So the only way to get highest lod versions of meshes is to drive around hten?
Yes
How did you get your lighting to be so stable in this vid? https://www.youtube.com/watch?v=_d9BpYgoGhE
This project is still in very early development stages. It may not look good right now, but things will change.
Join the RTX Remix discord server, and head to the Need For Speed General thread under the remix-projects channel, and check the top pinned message.
Join the server from this link: https://discord.gg/xEs8tSR6qr
What's new:
-Edited Ro...
I already disabled culling
But sometimes lights don't load in
Light anti culling
Oh I have that enabled
But still, sometimes I have to enter the hood perspective for lights to load in
I mean, lights that are infront of me
That's the game's low lod distance. I used zolika's mod menu and selected (disabled world culling.)
Nice thanks
Reminds me of Final location in "For Your Eyes Only" film
Yup, then each capture will generate it's own capture usd file and you merge them all in OV to make one single huge capture
that sounds very tedious :O
why is the map square?
is this a bug?
I think so
Yeah. Luckly we don't have to do all that. Would be just for "funsies".
We just need to capture the very thing we want to replace in a given moment and that is enough to setup the replacement mod
There is some problems with it, I think is some specific ingame settings for antialiasing, texture filter, idk, that must be disabled
I see. So you can patch in exactly the portions you want?
What about the 'hitboxes' of the meshes?
Say you moved around a mesh by mistake in OV and brought it back into UG2 via remix
Do the hitboxes move around with it? I have no idea how UG2 handles collisions so im lost
There's no way remix can influence hotboxes. Remis simply unable to make any gameplay changes. It's just a different render engine.
Remix doesn’t change anything about the actual game. You’d hit the original collision mesh.
Just wait till we get flex particle support
Like the one they showed in quake 2 rtx before release
I still wonder if we can tweak the smoke texture to look better
30 series GPUs can't exactly handle decal textures as efficiently as 40 series, right?
Because of opacity micromaps
I wonder how remix renders the alpha blended stuff like smoke if we can't have alpha blended materials
Makes it a particle using some wizardry
I fell asleep after the movie. Was too comfy. I try placeholder materials later this afternoon 
After howls moving castle
I wish 
The runtime for rtx remix is open sourced so technically it's kind of released and no, we are not using portal rtx files
Only the creator toolkit remains to be released
Hopefully 2023 🙏
Sheesh deez
ic
what be flex particles
https://youtu.be/vY0W3MkZFs4 stuff like this (at 1:55 minute mark)
Lifted from the opening keynote of GTC 2019, Jensen Huang presents the newly-created Quake II RTX demo. This walkthrough shows off upgrades to the legendary 1997 game with added real-time ray traced global illumination and reflections, dynamic direct and indirect lighting effects, mimicked physical material light reflection properties, and volum...
Maybe it was gameworks Flow
Who knows
That stuff is good too for volumetric smoke effects
Those simulations are
Not very impressive
The explosions just go up in a little plume
Uncle party ooper
I'm just saying the truth
Explosions
Expand
Outwards
Rapidly
Not just flow upwards slowly
How would you like burnout effects that has simulated smoke using such a volumetric system?
ok genius 🤓
Well what color is your explosion then?
I'm not talking aboutcolor
Those barrel explosions look like a little poof and scpand upwards
A good looking explosion would expand with force in all directions.
And then rise
So you're only grudge is that the smoke goes up and doesn't expand like any normal explosion would
Yes. That was my whole point. I'm not hating on the tech. I don't like the specific implementation.
Mark pls
Being able to project smoke or any other particle separate from the games code would be so cool
I will the need for speed.
mm apparently open-usd hates being put in a binary. lots of weird errors and issues
however, i did manage a version that works just through python still. no command line
I must agree. The green one looks pretty good. The regular one makes no much physical sense
Yea
🤢
Getting better at it I think
it only outputs as the original input format right now, and usd doesn't seem to be saving right. can't really recommend using this right now, and i'm not really in the best state to be writing this. i'll work on it in a few days
makes a new subdirectory in the folder where the script is with the new files
Are you guys going to release a proof of concept remix remaster?
Uh I don’t speak for everyone here. You’re better off asking the project manager.
and who is that
Why angled? 🥲
i give up. openusd is a mess when working with it like this. stage.Export() replaces file paths, stage.Save() isn't capable of converting formats, and i can't get transferring to work
sorry Adam
Yes, because both (Los Santos obviously more than Bayview) are based off Los Angeles
But Bayview also got some Seattle vibes, and Miami vibes (due to the islands).
Wasn't nfs underground 1/2 inspired by 2fast2furious? It's a Miami type of setting obviously
Somewhere in the game, when you unlock a unique part, Rachel hints that Bayview is located in the West Coast.
So california, not florida.
The only Bayview resemblance to Miami I see is that some areas are seperated into islands. Like Downtown.
But the Bayview sign, the hills which kinda look like Beverly Hills, and the Jackson Heights, all look like LA/California.
And the first Fast & Furious movie was filmed in Los Angeles, so it could be that Bayview is a mixture of both.
Just noticed something funny tho, wait a sec
A short scene from classic 2Fast and 2Furious in HD.
All rights reserved to NBC Universal
Всем привет, вы на канале Odonata Cinema! В этом видео мы сделали то, чего все так долго ждали от разработчиков) три иконы из Need For Speed встретились вместе! Легендарные автомобили из каждой части NFS (Underground 1, Underground 2 и Most Wanted) стелят в локации NFS Undeground 2 - что может быть круче?. И конечно же концовка в стиле известн...
First attempt. Not final product
Me? Idk. But the game has been a proof of concept since release 0.1. For the next release, I want all the textures in the highways to be replaced so that it can be used as some sort of a vertical slice.
Great....last remaining thing would be to remake some of the assets properly with the toolkit
Get the marketing guys
Couple of YouTubers
And get the attention
A bunch of YouTubers made videos on this
Baleto plays
Black panthaa reacted to it.
You probably remember muta
He talked about it again.
A few other smaller youtubers
Nyle is the marketing guy for remix. He asked me to send him a couple screenshots for the game. He wanted to show some to the press. Idk what happened next.
Shaved my head bald to look more like Caleb.
How about Bayview as a World for Sims 3? There's already one for GTA IV and GTA V.
I plan very egghead stuff with my square egghead
I’ve now read more on UVs and see the errors in my ways
you guys are awesome and it shows (near 30K messages)
Thoughts on this headlight aiming? I feel it's a bit too high but wann know what ya'll think.
Texel density tis but a far off idea at Blackbox games
Could be a little lower
Is there a way to project a texture on to the light itself? It looks off cause it laks any light pattern that cars have irl. But if there is no way to do that, maybe you can try to limit the length of light rays or limit their spread so the light cone would gradually go off closer to the end.
Falloff is strange, but they are aimed a bit high for a realistic replication of headlights. Most headlights project somewhat downwards, rather than dead-ahead.
Now make it smooth and it will be great
But backlight is way too much
And the headlights should be a bit wider
explain me in fort terms
They should be wider, only inches away from the car the light should already illimunate bothe sides of the road
The light in the video is to direct
Should be more like that
i get it now
In video it looks like a flashlight to be more specific😅
well i guess you couldn't configure it properly with no appropriate tools
that does look like a basic cone light
really excited to see later versions of remix with DLSS3.5
it removes the ghosting effect
(rn i believe there is a trail behind the car that follows you)
Yep
You could combine 2 of them
A wider less bright one and the one that alredy exist
God I wish we could use IES files and have sane distributions.
that's not possible without the provided toolkit, no?
No idea if it’ll be in the toolkit. I keep praying at the Temple of Mark to make it happen.
do you know which IES is responsible for handling car headlights?
IES is a format to describe a light source's distribution
i know my dude
Do you mean if I have an IES file for a car headlight?
remix can use ies?
so, at the moment only generic cone-shaped light is available?
yes i meant that
well i don't want the file though, just wanna know what IES preset imitates car headlights
Presets? I don't have any presets ones.
https://youtu.be/aM_gzfAMdNs so when are we getting one of these for UG2 
Half-Life 2 RTX: An RTX Remix Project is a new community-made remaster of one of the highest-rated games of all time, Valve’s Half-Life 2. Half-Life 2 RTX is being developed by four of Half-Life 2’s top mod teams, now known as Orbifold Studios. Using the latest version of RTX Remix, the modders are leveraging NVIDIA technologies including full r...
Maybe once we get the toolkit and able to model things a bit quicker.
Step 1: Get hired by Nvidia
Step 2: gain access to the toolkit
Step 3: ?????
im curious
with how balls ah the uvs are, how did the textures look decent as they did in UG2
So. When are we getting lightspeed's blessing?
soon
who be lightspeed
Nvidia's game dev studio.
I c
this message does not imply that I am light speed
/s
ooooh
dlss 3.5 looks poggy
Will rtx remix receive a dropin replacement once dlss 3.5 comes around?
yes
good bye flickering ReSTIR calculations
ReSTIR?
there will be no more of that "sparkly" effect
the tech that lets you handle millions of point lights?
i recall reading about something similar a long while back
interestin
I wish 
One day.
If igor can get it, so can we.
cry.
Ok boys now you have no excuse not to use ultra pbr reflective surfaces
Neural radiance cache a.k.a dlss 3.5 will do the job!
https://youtu.be/bTJYvtPRRcM
New DLSS Ray Reconstruction enhances image quality for all GeForce RTX GPUs by using AI to generate additional pixels for intensive ray-traced scenes. DLSS replaces hand-tuned denoisers with an NVIDIA supercomputer-trained AI network that generates higher-quality pixels in between sampled rays.
Learn More: https://www.nvidia.com/en-us/geforce/t...
No. People say I'm a GTA v max graphics rtx 5090 (2065) bait tuber.
luber
But if we are able to get something that works well with the original style, then sure. Water roads.
Facts
Water roads :D
bro tryna be jesus driving on water
Real
nfs 2015 moment
speaking of water on roads
what causes road reflections to appear 'stretched' on watery roads IRL? Could it be pulled off with pathtracers?
Its the angle of viewing and the depth of the water
Idk where you live, but here water works like water.
I think you dont understood what he meant
Probably
If surface is not flat than you get stretched reflection
Earth isn't flat btw, thats why)))
How do you know
yeah
Why is the stretching dependent on the angle of view exactly though?
or the depth?
Well, if there are waves for example and you view from a small angle its more streches
Because the area of reflection gets bigger and the the light breaks on the waves
From what I understand, ray bonks off surfaace in accordance with surface normal, contributing to most of what the surface is perceived to look like. How does the angle of view come into how 'stretched' the final image/reflections appears
yes
What stretches here exactly? Reflections off the wave?
Ignore the wave
Lets take your phone as example
Tje glass is reflecting... when you view directly on it its a good non streched picture
But with an angle your face wille be streched
Its only a bit but it does, bit its also a bad example... cant explain it clearly, it just does it
It's the incidence angle
Consider these two extremely scientific diagrams.
In this first diagram, it assumes that the surface is perfectly smooth and the light is being reflected uniformly along the entire surface. This is (approximately) the case for mirrors and polished floors and areas of water.
A fancy way to describe this is to state that the normal incidence of the surface is consistent throughout the reflective surface (in this case "up" toward the top of the image).
In this second diagram, instead of reflecting uniformly the light is being scattered due to the uneven surface at a range of different angles. Here we show the scattering in two dimensions but of course it will be happening in at least three. Note that in this case the "normal angle" is inconsistent due to it being an uneven surface.
In this case, some of the light is reaching the observer and it is being seen at a wider range of points along the reflective surface. A typical example of this is uneven surfaces of water as shown within the question. In particular, note that the image is distorted/stretched/irregular in these cases (due to the distorted surface it is being reflected from).
Because the BRDF tells how much energy a ray bounce will have based the direction it has bounced to, having its peak energy at the exact reflection angle. For perfect mirrors, the peak is also 100% of the energy for the whole hemisphere, and no energy will bounce any other direction. As the surface gets rougher, it becomes a matter of probability for rays to carry energy towards the viewer's direction. In a nutshell, it has a much higher probability to stretch the reflections like the pic because other directions diminish much faster than the incident angle
EDIT: To address the updated question, note that the reflections ARE being scattered in all directions. The catch is that we can only PERCEIVE them in approximately the general direction of the source and the receiver. This can be seen somewhat in the car headlights example within the question - note that it appears to wobble somewhat.
What will vary is the angles to which the reflections occur. "Most" will continue in roughly a straight line, while few (the minority) will go off at a significant angle AND return to the observer at an equally significant angle (but ~opposite in specific plane(s)). This means that the image will be at its most intense when the source/reflector/observer are all approximately in a straight line. In isolation this might be fine, but of course in those "other" directions are other emitters of light which will be more intense than the dim images being weakly reflected at relatively huge angles.
Another example to show this is a standard projector - note that in schools and offices and cinemas, the projector is typically along the same line/plane as the observers so that the bulk of the reflections from the projector return back towards the projector (thus the observers).
Also note that where an image is being projected onto a wall, the wall is scattering the light back in all directions - thus allowing anybody in any part of a room to view the image being projected onto the wall regardless of their position/height relative to the projector source. Here the projector source must project a sufficiently intense and clear image to be seen at a range of angles as opposed to vaguely illuminating the surface.
Okay, now let's do the math 
Just found this
🤣
When a ray of light hits a surface at a low (incidence) angle it diffuses across the surface more (the reflected ray ends up hitting more things).
This second image is pretty good
If you look at a BRDF plot it makes a bit more sense too
👍
why is bro shooting lasers
from his eyes
🤨
Wait till you learn it's actually the reverse in reality
Right, what I don't understand is why this causes a stretching towards ONE particular direction? If a diffuse surface starts wilding and yoinking rays off it in every direction due to a super rough ah surface, the stretching should be 'uniform' in every direction right? Based on what you said, if I had, say, a circle of points all around a rough plane, the probability that a ray bouncing off the plane and hitting one of the points is just the same as any other point on the circle\ right?
Why would other points on the circle diminish faster than ONE of the particular points like you've mentioned?
"the general direction of the source and the receiver" What do you mean by this exactly?
Light source, and your eye
Yesp
no, as in, what do they mean by 'general direction' of the two objects there?
Sorry, english isn't my first language
No it is not uniform in every direction unless the light source itself is emiting from every direction to the source. The reflection stretch is roughly aligned with the light source.

For super rough surfaces it is a bit difficult to see, but for slightly rough ones, the probability distribution will be biased towards the reflection angle rather thsn uniformily bounce everywhere
Mine neither🤣
I am seeing it happen even with a point source though
Trace a line between your eye and the light source. That would be the general direction they're referring to
I see. So ALL of this is down to it simply being biased towards what you would expect to be the reflection angle?
Yeah, basically that. A BRDF is the mathematical function that describes how much energy is scattered towards a certain direction based on incidence angle, surface normal, roughness, etc.
"but of course in those "other" directions are other emitters of light" Are you referring to indirect light sources here? If so, what do
" dim images being weakly reflected at relatively huge angles." refer to here?
Recommend reading about those
That's..... it?????????????? 😭
no fucking way
wait
Dim images = less bright images
Less bright images dont have strong reflections
Yes I got that bit, are you referring to those as stuff that reflects at angles that devite a lot from the 'general' normal angle of the surface?
jokes aside, I'm really thankful you all took up the time and effort to write it up! I love when stuff goes in depth. + this topic is fun to read up on lol (as long as I underestand it)
This effect should be TRIVIAL with a pathtracer
how did NFS 2015 do it all the way back in 2015 with a rasterizer though? am kyoorious
stretch the 'fov' of the cubemap capturing the refcltions?
very hacky so they had to have used a more elegant way right?
When using pathtracing, it is quite trivial because you are working the rays of light.
yeah
Yes
When using rasterization, it gets less ideal. I think the simplest way is you find the direction and amount of energy from a given light source and plug it into the equation.
this would work if we're forward rednering right?
What about for gbuffers where we can't render from the light's pov
(
assuming that's what you meant
)
I think it can be achieved by modifying that BRDF to account for "anysotropic" reflections, so it wouldn't fall off too much if the angle is still within the general direction from viewer to source
Are you referring to a deffered renderer?
Discord tries to figure out how to use the word refraction without using the word refraction challenge 2023
You get it without water as well.
This chat
do you already know that? https://github.com/nlgxzef/NFSU2Unlimiter I'm new here, sorry if that's not allowed, I just found that and thought you might need it
yes
brdfs are a thing in rasterizers too?
Sure. Here is a pretty good tutorial focused on implementing PBR in OpenGL
https://learnopengl.com/PBR/Theory
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.
I see, thanks!
How did games before PBR become commonplace do it though?
Apart from fucky ones like my changing fov idea (not sure if it'd work at all)
Since pbr only became common place mid to late last decade iirc
Not sure if you're still talking about the stretched reflections or just graphics rendering as a whole.
If you mean the reflections, back then it was a wild west lawless land era for CG, I can't image anyone giving a damn about the accuracy of reflections while they were still using things like gouraud shading, phong/blinn-phong shading and so on, and speaking of which, if you actually meant the CG as a whole, those two last shading algorithms were used quite a bit
stretched reflctions, yes
wait, ssorry if my q is silly
Isn't blinn-phong shading what games and cg software tradtionally use to smooth shade stuff?,essentially interpolating vertex normals?
That was before someone step up to bring the physically accurate theories of light transport from physics into the CG world in a realtime-feasible way, aka, PBR
It's a nice to have thing, but not much use here.
icic, thank you!
Are you?
No
seems like they added Frame Generation back into Remix
but only in the newest bridge + dxvk build
Yeah
Are there any developers creating realistic window glass with accurate reflection and refraction effects?
Is this your work
@jade briar had some story with the car interiors causing troubles afaik
Looks pretty cool
I created the glass material and the brand and logo decal.
The car interior requires a complete rework.
How did you do that
Does your glass material apply automatically to all cars, or you need to do that per car bases?
Also can you share .usda?
Problem is that the interiors use the same material as the car body. So as soon as you change the body to be glossy, the interior also becomes glossy. I did a glass material before, but that one problem completely killed the endeavour. There's a way to fix that, but it requires mesh replacements. So now, we wait for the toolkit.
Or nfsCartoolkit
Uh huh
Translucent Material
Apply to all car with the same texture hash
@jade briar get to work
this is so cool
How to upload to Github?
I got that part working a long time ago.
Yours just looks like a level 3 black tint
This is the problem.
Requires further tweaking, but I gave up after failing to attempt a fix for the interior
Hemry has found the solution, so use that instead
What solution?
I plan to prioritize working on the car's body, improving it with high-resolution decals. Additionally, I will address the car's rim and wheel textures, possibly considering mesh replacements as well.just
Problem with car textures is that the game bakes a new texture every time you change the car in any way. So the texture hash keeps changing.
That little issue I raised a while ago to solve this random hash problem has gotten some attention couple days ago on remix' github. If it works, we will be able to make those replacements
I am specifically recreating the decals such as the brand and logo, independent of the car's body texture.
that's very nice of you
should i be using the latest builds of bridge and dxvk?
It's just the small details that may go unnoticed unless someone looks closely enough.😅
So you're modifying the game files directly?
This is cool
Has anyone attempted to create a simulated clearcoat effect by duplicating the car body mesh? If so, does it work effectively?
It would be denoising hell.
I believe that the body texture hash change will not have an impact because it's merely a mesh attachment with different textures assigned to it.
Oh that is pretty good idea. You got to check if this works when changing different spoiler models and whole car bodykit
Have you tried it? I created this translucent material for the windows about a month ago, and it used to have a lot of visual artifacts. However, after updating DXVK Remix and Bridge Remix, it has become much cleaner and smoother.
I haven't.
But I also can't fathom the mesh replacement workflow
There'd also be some z fighting is the exact same mesh is used for cc
So...
Who's gonna try it?
Its gonna need a bit of a extrusion/scaling along normals to work
I can give it a try to see if it works.
Id wait to see if the remix ppl will get something working so we can focus our effort into replacing individual decals, vynils, etc.
Can you link your issue
Oh wait
I found it
Is there a way to make NFSU1 work? I only see the UI, tried to categorize some textures but that doesn't help. The debug view doesn't change anything also. I am on latest RTX Remix (with latest builds)
OK so I looked it up in the NFSMW project, and in order to get this to work you have to rename d3d9.dll to d3d9.asi. This enabled raytraycing in the game.
If you using my car lights, its connected to the frontwindow
No, I simply replaced the texture in Remix because it allows for including roughness, metal, and normal maps, making it more realistic
It appears to be functional in Omniverse, but I am unable to see the mesh replacement in the game. I am currently searching for a method to make mesh replacement work properly.
#1103377328530276403 message
#1096847508002590760 message
#1103377328530276403 message
I have submitted the windows glass materials and some texture replacements to GitHub for approval.
I'll go check
I don't see a pr
Is it this link?
https://github.com/Ekozmaster/NFSU2-RTX-Remix
Ok, I try again
Oops, my mistake. I only uploaded it to my GitHub repository and forgot to create a pull request. Can you see the pull request now?
I see that
Approved. You can merge it now
Thank you! Tonight, I will work on creating additional texture and material replacements.
Make sure the textures you use are using have a liscence that allows you to use them
Certainly! I created most of them myself using Photoshop, and I also used some CC0 textures.
Nice
what's this about lol
Manhole
yes.
🕳️
I know this comment is kinda old but I was having this exact issue and could not for the life of me figure out what was wrong; turns out I put build.conf in the .trex folder in the game folder and not the root directory of the game 😭
i felt so stupid
Do y’all need a photogrammetry scan of a manhole cover? 👀
i actually do
Say no more I’ll add it to the list of things to scan 
thanks 🙂
what's your method for scanning btw?
i was considering just using my phone
My phone has lidar on it which proved to be good enough to get meshes. Not the actual PBR texture though. I would need a few more bits before being able to do that.
iPhone, the camera itself isn’t that good for photogrammetry, but the lidar is adequate
I have a dslr if I wanna do the full photogrammetry workflow
isn't that a mid tier one?
on the iphone 12 that is
No I have a 14
Lich!!
I have a S33 Ultra, so what 🤣
Need that LiDAR for niche usages like this 
Made Bayview in Sims 3
He's the gigachad of politics
So Joe Biden is Wallace Breen, makes sense
LMAo
🙂
Hey guys, how to use the latest version of the project?
Scan complete 
The mesh came out a little wonky but
that's a nice.....Manhole
Take a look
Nah just throw it in fam. What could go wrong
Mid
this is awesome Adam
shut up
No
Thx
Wow that looks sick. What did you use, camera and software-wise?
I've made some experiments with Meshroom and my phone but not so satisfied
an iphone
i think they have this LiDAR tech built in so it makes the scanned surface into a model
which is pretty cool
Scaniverse app. I tried others but they don’t process detail well.
iPhone 14 Pro Max ultra deluxe season pass
XD
all DLCs included
mega fart poop limited editiobn
The mobile apps I tried always had a very limiting paywall
so I started grabbing the pics and throwing at meshroom myself
There's some 11 herbs and spices apple has thrown into their api that handles photogrammetry quite well.
It's not comparable in quality to going out and using a dslr but the time savings is quite high.
Perfect to just toss into the game 
You mean subdivide
how do you subdivide a complex mesh like that
Use meshlab.
surely this will go well with something like a displacement map
we just don't have that in remix yet
Aw it crashed 
who'll put the manhole is the question you guys should be asking
Lightpole
Thank me later.
Too tall 
Nice IP grabber
np
boring, the point is to make stuff and have fun doing so aint it?
another
this person seems to understand it
Yea but we can't use displacement with remix, so it just ends up being kinda flat imo if you just use textures.
there's something rewarding when you take the creativity and apply it to the problem
hopefully they add displacement support
Yes, but I'm justposting better stuff
I also like scanning stuff
rude
But I don't have a dslr or an iphone
am I wrong? I didn't say Adam's was bad
My manhole isn't good enough for you?
my S23 Ultra can do that too without LiDar
Can you post an example?
(this is a non canon event and i shouldn't have affected the timeline by posting a little screenshot of the manhole requirement in ug2 remix github)
I never used a DSLR, My biggest concern with phone cameras is huge chromatic aberration when you zoom in into the details which tends to distort high quality texture pics. I have a Xiaomi 12T Pro with a 200MP pic option for 16k res pics, but as you zoom in close the artifacts starts to show up.
I wonder if that specific aspect looks better in DSLR 
if you can wait i make a 3D scan of my Elite series 2 controller XD+
well, that does my phone not have
Bigger sensor = higher quality. I'm not saying these are DSLR quality scans, they're a good trade off for the speed at which I can do them though in my opinion.
Interesting. My phone has that option and it might seem great, but if you need to grab a smaller patch of the texture, the artifacts become quite noticeable and kind of defeats the purpose
For whole objects like this manhole it works wonders indeed
I just took 4 photo of a part of my desk. I can use up to 40 photos to create a way more detailes version
On the Screenshot you can see the stand of my mic, a part of my monitor, some papers and even a lamp holder for my bike
And yes, its really a 3d model
man 🕳️
Those scanning tool are unexpectedly good at scanning still humans avoiding the uncanny valley of CGI. Cheesy way to go if you need a shot with a still human in it
about the max number i was wrong, i can take 200 pictures for a detailed scan
Man I wish Nerf was able to make models too
Still haven’t quite gotten scanning roads down
40 picture scan...
But it only can scan seperate Objects, so roads wouldnt work i think
I can scan anything as long as it isn’t too smooth/shiny cause it throws off the sensor
Like this glossy bollard. Couldn’t get it to scan with much detail.
I can literally scan shiny things but not too big things xD
An object of that size isnt a problem if i rescale and measure it
Anything yall need scanned ? Planning out my scanning schedule
Scam us an old woman mailboxes
Adam try photometric scanning
#photometric #scanning #tutorial #materials #photography #capture #photogrammetry
In this video I present and share my experience with the photometric stereo technique, which is one of a few basic reality capture techniques used in PBR material and atlas texture creation. While it struggles with large and medium sized shapes, it is probably the...
I don't have that kind of time nor equipment 
It is part of nsight (well, its monitor actually) but can run without VS,PerfHUD was an old tool.
The monitor must be run before launching the application probably both with admin rights (monitor, VS)
Tried launching nsigjt monitor, both as admin and via nsight hud
The latter displays a command window that promptly closes bdfore I can get a good look
The former does nothing at all
It should open and run in background, you should see an icon on the task bar
whoops, just noticed, sorry!
I get that the Bridge Remix file is expired and I can't download it
Odd. What are these boxes supposed to display, since NSight doesnt seem to 'support' my nvidia gpu (3050 mobile)?
Said something similar in the VS Plugin too, claimed the GPU rendered 0 frames or somethong to that effect
It's GPU telemetry basically, it shows the load on different components of the GPU to sort out bottlenecks or perf issues, you only appear to be able to see primitives per frames but all the other function should work
I see I see
got it, thank you!
I'd also noticed something odd when moving through events
midway through the rendering of the frame, the game seems to have multiple events that do full 'passes' of the frames, applying postfx
Exactly what are these for? At first glance, it'd look like it was for Chromaticc Abberation (an impossibility, considering the age of the game). And how was the game able to afford time to process full size framebuffers multiple times before producing the final frame?
Sounds impossible, especially for the time
Prob the light trails
You're right, but i'd also seen entire passes for the car after the trails were rendered
Not sure why this was done though
alsoWhen the cubemaps begin rendering, I'd noticed that 5 faces seem prerendered
while one is filled in over time
How does the game have access to whatever's in those 5 faces ahead of time? Sky texture makes sense, as does the 'front' (which you could simply extract from the camera). I suppose you could also extract information from the road texture. What about the other 2 (left and right side of the cube) faces? How does it have those ahead of time?
I found proof that Harry is not the son of Charles https://www.youtube.com/watch?v=jF27U4gHAGk
Provided to YouTube by Believe SAS
Hype Boys (feat. Mr. Bigz) · Sway
This Is My Demo
℗ Dcypha Productions Limited
Released on: 2006-02-06
Author: D. Safo
Featured Artist: Mr. Bigz
Composer: Sway
Auto-generated by YouTube.
I have installed the rtx remix to nfs underground 2 and it goes to 3fps when I have an rtx 4060, it does not load the road textures and the same for the garage
Change graphics settings
3 fps so much
You probably didn't install it correctly
It's weird, because I followed the whole tutorial
if you would have followed it, it would work properly
Download mod itself through releases page on github, or clone it (if u don't know how google it) through github desktop on ur pc.
Hi. Can someone help me find the compiled version of Bridge Remix? I tried to compile it myself but it doesn't work.
Actions
Thank you.
Now I don't remember exactly but there are multiple effects other than light trails, there are enhanced color and some sort of bloom
How did the game run entire full screen passes so fast back then though? That too multiple times a frame
I don't understand at all how to install NSFU2 remaster. I just donwloaded the re-master file, then what? i need smthing else? im new in this dc, im sorry i dont even understand at all this sections. I need any RTX software efore? Any tutorial good explained? On the main file, nothing says. I've downloaded also asi loader.
Guess all effects had a low compute cost, I think they weren't impacting performance much even on my old GeForce 2 back at the time
Hey guys, any idea why I'm stuck at the loading screen? I can hear the car sounds and the music but the screen is stuck on the loading screen.
NVM it was the culling disabler. I forgot to add it
Hi i followed all instructions and this is my result :/
You did in fact not follow correctly
@jade briarcan you show us ?
Why though?
Aren't they essentially iterating over all pixels of the frame for each pass, and doing this multiple times for each rendered frame?
how did u fix it?
Install the nfsu2 culling disabler and it should work (normally)
is this work for undergound 1
I don't know.
ok where can i find culling disabler
Just search it
Its in the pins too
what is it for???
is this for back face culled objects?
Frustum/Out of view culling
Hmmm there are signs
https://www.google.com/maps/@34.0678331,-118.4015723,3a,72.8y,106.43h,99.97t/data=!3m6!1e1!3m4!1sYEj4UaOSOJjLPPeVPFOXdA!2e0!7i16384!8i8192?hl=pt-BR&entry=ttu
Thats gta?
Nah just Google maps. Rodeo Drive - Beverly Hills
Yeah, but in GTA 5 its exactly the same and Underground 2 copied it just a lil bit
Ohh, gotcha. Yeah it looks quite a bit like in gtav. U2 did what it could with tech of the time and their UV mapping behaviour
Surely
thnkx but i opened nfsu after a while with gamereadyassets game is getting stuck on menu without it its working
Its only for u2
yea but i am also letting u know its was before it became usd composer
so do i have to satrt over my mod
lol fr, never paid attention to that
They also want to see carbon🤣👍
Carbon works, but textures not loading in, both game itself (everything is grey) and remix.
(Maybe to start the game try to change inside dxvk - shadermodel to 0)
tried it several times with different settings, wont work
Its only grey or it crashes in intro sequence
But i am wondering since its the same engine that is used for Most Wanted 2005... It should be possible somehow
@tawny elk sorry for this. just to know how some people are. 😄
Yeah, can you take this to DMs please? Or at least #offtopic .
I deleted so as not to cause problems here. it's a pity that some people are insanely jealous.
I apologize.
Thank you
What do you mean?
more stable version with new features..
I’m not a nvidia developer 
Yeah...
I don’t understand what you’re asking then. I don’t develop the actual RTX-Remix runtime.
Do you mean the underground 2 mod?
for what your roles are as developer? 😄
shouldn't you know when a new version of rtx remix comes out?
just asking
I develop mods(?) to improve compatibility with remix. No one knows when new updates for the rtx remix runtime are coming out.
Oky 😉
I also like to be a lighting artist (?) but there’s no role for that.
*there is role for Artist in general 👉 *
i've been looking to revamp those roles. any suggestions?
@gametest stop selling stolen mods and also are shitty
can you guys stop with this drama? ultimately it's unrelated to this server
should just stop replying or helping him altogether
do whatever you feel is best, just please don't provoke drama
this has happened like 4 times now for this particular topic
if there's finally proof of some kind, please DM me it. otherwise it shouldn't be brought up again
i am pretty sure before its been given proof above
he left anyway it seems
yes
if you can find it, i'd like to see it
i don't realllly want people who steal mods to be active here, lol. he also caused a lot of arguments with his crappy behavior, so he's already been skirting the edge of what's allowed
also selling them for profit
.
nice cat :)) heard its a sign of affection if they want to get in ur way and stuff
the video that's from really doesn't look like Remix to be honest. the road texture maybe
The road texture seems very copied
This is what he sent me
can you give me an example of the current road texture you guys are using?
i haven't seen any images of this game in a while somehow
This is the road texture used in the latest public release
This doesn't look like a stolen asset, but at the very least copied
Which I don't mind
I can't copyright ideas
yeah, that's what i was thinking initially
still not the best thing to do when simultaneously insulting users here, lol
his videos on your guys' project never explicitly say that it isn't his work, and the only credit he does give is to you (burrito)
so far i don't see any stealing though, just scummy behavior
the deleted messages certainly weren't very kind
still
its obviois
obvious
putting modpacks on 3 different games constantly 😂 yeah right, totally from scratch
well you can use remix with. Just vanilla textures
And it will still look beautiful
Well, steaking ideas is illegal too
he basically just took inspiration based on your guys' texture. not illegal afaik
unless you patent it lol
Intellectual property (IP) theft is the unauthorized use, exploitation, or outright theft of creative works, ideas, trade secrets, and proprietary information otherwise protected under intellectual property laws
yeah, this doesn't really fall under that imo
if we weren't allowed to take inspiration from other things, i don't know if we'd get anywhere, lol
to me, that's all this was. i still cannot find evidence of blatant stealing despite having looked for over an hour
some... annoyingly close things, yes. but not identical work
I don't mind. It's clearly just inspired.
Nothing here is stolen
He probably just liked the look of my old textures
One can't steal ideas
I can
do it
Either way, we're using the MIT license, which gives a little bit of legal protection if anything goes sideways
@ember river when i try to git fetch says
[email protected]: Permission denied (publickey).
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
For non git users, there are some complications regarding authenticating your machine with your github acct using SSH keys and such. I suggest taking a look on how to do that using a GUI app. I'm not home rn, so I can't help
Okay thanks 😄 i will try to authenticate well
When i launch i see everything red on the world, but if i go to the ALT X menu and add the textures they appear but IDK which one goes where, there's a problem with my rtx.conf? someone has one to replace with everything well configured? Obviously rtx.conf is in game folder beside SPEED2.exe
When you have everything red thats mean you download mod wrong way.
Download mod from release page, or install github desktop on pc, and clone mod.(this way u will get latest stuff)
You did right if only the sky is red, just download the latest dxvk from their actions tab rather than their latest release.
I will try again so.. I've followed instructions and downloaded everything on the git repository. Its only the sky? Or some textures missing ? Sorry if im doing too many questions, just knowing if other textures missing, but it seems only the sky that gives bright to almost everything also, right?
bro is in 2042 doha map
what was it called lol
hourglass
😆
E-man add tornado PLS
☝️
Thanks , i will try and i'll be back 😄. The last one or i should look from the one says SKY or smthing? there are so many different
Last one
Put it in trex folder
Now you're cooking with gas
In some areas of the map, such as the mountain area, you need to add lighting because it is completely dark.
Just use latest version
1install github desktop
2clone nfsu2remix
did someone get it to work here?
i mean it works for me, but there are no reflections on my car and no headlights
and the game is stuttering very well
have an i9 12900k, 32GB RAM and a 3080TI
how did you install it?
LINKS:
NFSU2 Widescreen Fix: https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/nfsu2
RTX Remix: https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0
bridge-remix: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
dxvk-remix: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5150202285
...
like here described
but i used bridge-remix-9833d09-28-release
and dxvk-remix-739c6ea-220-release
because the other versions are already expired
and i used this Version of UG2 Remix https://github.com/Ekozmaster/NFSU2-RTX-Remix
Reflections and no headlights are correct if u used alpha 0.2.0
Yes, but very compicated to install
oh ok
The steps are further below in the git u posted here
And its mainly for us contributors
Maybe someone will make a usable package
But until that the 0.2.0 is the usable one
ok thank you 🙂
I am currently working on assigning the correct glass material to all the headlights that already have a mesh with glass covers. To enhance their realism, I am creating normal maps. However, this process requires some time to complete.
Well with what program u create normals?
I used materialized a lot and the results were pretty neat. Creating normals wirh chainner will not always result in good looking normals that will fit
Probably we need to discuss that with all contributors if we will make another release version now or still will wait
Apparently the next step in our project is total mesh replacement. So it makes sense to push a release with lights and textures only
Thats what i thaught
We're just waiting for a greenlight to ship a new release zip package with everything included, remix, bridge, widescreenfix and dxvk, so the install could be as easy as possible
There are a few features to be made before wrapping it up
I can't remember what they are though
I am creating a bump map in Photoshop and using the NVIDIA Texture Export Tool to save it as a normal map. materialized quality is good, but the process of saving it as a PNG and then opening Photoshop again to save it as a DDS file is quite bothersome for me.
A while ago I posted a python script to convert files by right clicking them using windows's context menu
https://discord.com/channels/1028444667789967381/1122242021386616852
I am currently working on creating a traffic mesh. Is anyone else working on a traffic mesh at the moment? I am developing it for both NFSU2 and GTASA.
For dds convert i used chainner
Pls high poly (its over 9000!😅😉)
Really nice. I don't think anyone is.
If you'd like, I can add you as contributor to the project on GitHub and you can self assign tasks to yourself on our GitHub Projects board https://github.com/users/Ekozmaster/projects/1
Just send me your github user, email or profile link 😉
You better connect them
Perhaps I can write a Python script to automate the batch processing of all files within a specific folder.
Oh yeah, btw, go nuts. We're using raytracing which has a much much higher budget for polygon counts
It's currently a work-in-progress mesh, and I intend to create it using all quads to ensure a well-suited subdivided mesh.
Game uses only 9000, can handle max of 20000. But remix should be capable of more than that
Feel free to contribute 😉
There are ways to add actions to the right click menu that accepts several files as inputs, so one could only select several files > right click > convert...
Like... Those are triangles
Don't worry, I have been creating 3D cars for a long time in the past.
https://youtu.be/9CddV-t9wcQ?si=L5RkeJQzLJwrKlqq
https://youtu.be/4RC0acD7iDU?si=6m5RUaywj2w6F0IQ
Porsche Boxster WIP
used Software: Autodesk 3dsmax 9.0, VRay
my current WIP project, I used the 3dsmax basic polygon modeling tools to model this car
My test renders for fStorm Render, I remake some part of the cars e.g.: headlight and the taillight part for more detail render result, also make many bump map to archive the detail part. Hope you like it, feel free to leave a comment below, thanks.
Hell yeah. SOmeone who knows what they're doing.
Good luck
Don't worry about poly counts
Damn that carrera
For exporting yes, but rule of thumbs in 3D modelling is to keep the topology as quad as possible, it makes life incredibly easy when editing loop cuts, sliding vertices, edges, etc.
Oh, didnt knew that xD
The guy is good, right?
yeah.......
woah woah woah my people look look
The champ is here
Look at his work, it looks great
and that's 14 years ago
@ember cobalt Regarding role suggestions. May be more specific ranks can be better. Like showing what a person specialization is:
Modelling
Texturing
Programming
Lighting
Animating
Riggingetc.
The only modelling I was doing 14 years ago was raking the yard for my hotwheels races
For me its texturing and lighting XD
if we do this for every category we'd have like 30+ roles 😦
it'd be good, but also a total pain for users to select them. imagine that emoji based selector with that many
i saw a better selector type thing recently. time to find it
Do you mean programming categories, right? Cuz I don't know which else except 3d modelling and programming
The render time of that two videos take about a week, and now we can view the result in realtime. Thanks Nvidia.
NVidia is pogchamp of creators
artist and creator
i was thinking more along the lines of adding extra general roles that may help, not a bunch of ultra specific ones
mmmmm
What is the defference between Artist and Creator?
Creator is like a guy who does all the stuff from making videos about remix or something
That's my interpretation
i didn't make these 😛
Artist is probably the one who makes stuff for remix
like models, animations, lighting
Makes sense. Good I didn't pick Creator
at the time these were made, i think they were intended to get people comfortable from their skills outside of Remix
but now we have a large community, so it'd be good to have some that are actually related to Remix
Remix Employee, as example :D
@ember cobalt cant we follow this one?
I don't see much animation going on, but something along the lines of the first 4 roles should be nice
Those are Nvidia dudes
And they're green 💚
Just for future, you know
i guess. like i said, i was hoping for some more general roles, not a bunch of very specific ones
i'll think on it some more
Guess the point is: If you were looking for a specific person to help you get through some brick wall in your project, what roles would be useful to be able to search for?
pretty much, but they also can't be too specific, otherwise we'll have way too many roles
so i'm trying to think of a balance
also ideally i'd rather not implement yet another bot
let's just add a remix modder role then
that way you'll know who's working on or worked on remix stuff before
Idea: would it be beneficial to get photo scans of cars? I can see if the junkyard has any of use.
I can’t model something like that well so y’all would be a better judge if it’s worth it.
But you'd need like cloudy-not-rainy sky, no reflections paint and view from all sides to do good scan
For some very specific things it might be. I can't think of any rn. One big selling point of car models, hard surfaces and other stuff are very good topology, specially well beveled edges and stuff like that for the normals to look great, and scans are more random triangles 
But they're great as base for retopo. Adam would just need to learn retopo and that's it
U've got a pretty good point 
Y’all going to have some horrible topos then
or have to wait a few months till I understand it better.
Those are far and few right now 
I’ll look into practicing modeling various things I know in the mean time 
That's great! Could you capture a close-up shot of the headlight/taillight from various angles? I'm interested in seeing what's inside the headlight, as it will help me create a more accurate representation and avoid relying solely on normal maps to imitate the intricate details.
That’s easy to get, you can get close up photos of parts like that on eBay
Thank you for pointing that out. I hadn't considered it before.😅
I should practice modeling a taillight to reassure myself that I’m not that good at 3d modeling 
Practice makes perfect! 3D modeling is my hobby, and I'm relatively new to Blender. I've noticed that many shortcut keys differ from those in 3ds Max.
I've been contemplating whether it's feasible to develop a tree generation script in Omniverse. This way, we wouldn't need to create the trees in Blender and then export them to a large USD. Since tree leaves can be instanced, I believe it could save memory during real-time rendering, enabling us to incorporate high-quality trees into every remix game.
Better use an external tool and just import it in as USD imo
We don't have that much degrees of freedom with remix yet. For now, referencing external/authored USDs on Xform prims is our only working method for replacing game meshes
It would be fantastic if Nvidia could create a tree generation plugin that is compatible with remix. We would simply need to specify the game tree mesh as a placeholder, and then we could enjoy a real-time 3D tree with interactive wind animation, rather than just a static mesh in the game.
Why not use an existing tool? Nvidia isn’t known for their tree tooling
Coincidentally, I'm using blender's geometry nodes to make some trees (small bushes actually) at this very moment 
If that becomes a highly request feature, I might implement something on my OV toolkit 👀
I'm willing to do it
aight someone help this dude
I have developed a script that retrieves the hash file of the captured texture folder. It assigns all textures, except for a specified hash (car texture), to a non-reflective rough texture. In the remix game menu, you can adjust the Legacy Material settings by setting the roughness to 0.02 and the metal value to approximately 0.4-0.6. This will give your car a road reflection effect.
Please note that there is a known bug: when the player's car or opponent's car changes, a new hash is generated. Consequently, you need to manually assign the car texture in the script and run the script again. I am currently working on enhancing the script to automatically detect possible car textures and exclude them from being assigned to a rough material. Additionally, it's worth mentioning that car interiors share the same texture as the car body, resulting in a highly reflective interior. To avoid this issue, you can assign the car interior to a different texture in Omniverse.
Put this two file to your mainfolder
Hmm. That's an interesting way of doing it. Although a remix side fix would be a lot better.
In your mod.usda, insert this line in subLayers at the bottom
@./rough_only.usda@
So, maybe make the script look for changes on a specific car body mesh. If texture on mesh-x changes, then update the material.
here?
Also you have to "capture frame to usd" everytime a new hash is borned, otherwise your mesh will look grey
yes
Also wonder if you can dig into remix to add that functionality locally for a custom build.
No need for captures then
After following these steps, you can achieve a similar outcome.
That's a good idea. So, should the first priority be texture/mesh replacement, or custom build of remix? I think custom build of remix would be a time-consuming process.
True, but one thing the game really lacks right now, is a good car material. You can make your car shiny and all, but as soon as you change anything, the material changes are just gone.
However, I'd suggest that you finish any ongoing projects before getting into it l, because you probably don't know the inner workings of remix, and exploring that would take a while.
I enjoy recreating textures or meshes more than programming. Reading other people's code can be challenging.🤣
True. Speaking of art assets, I want to replace most of the textures and meshes found on the highways for the next release, so that it can be presented as a vertical slice. We've got a good chunk of textures worked out, but a few still need good replacements. So if you have the time, I'd suggest working on that area. I'm also working on a few textures, but haven't gotten a lot of progress lately because burnout.

