#NFSU2 (Need For Speed Underground 2)

1 messages · Page 30 of 1

cobalt peak
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Is that true?

timid prairie
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uhm

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i really didn't played Payback much

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but i really doubt about it

cobalt peak
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Ye same

vague sparrow
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Need for speed: the Need of peed

jade briar
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Payback was fun

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Underground has the nostalgia factor

vague sparrow
tawny elk
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The latest one

vague sparrow
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there's no nostalgia

jade briar
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Huh

tawny elk
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I think he meant Unbound

jade briar
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Huh

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Clearly

tawny elk
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Huh

jade briar
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I said underground

vague sparrow
tawny elk
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Hold on I gotta reset my brain pepeexit

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Okay it's reset

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Unbound was alright NODDERS

vague sparrow
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good morning from taiwan

tawny elk
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I ain't messing with BIOS stuff, too risky

jade briar
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What

tawny elk
chrome meadow
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you have to launch the nsight monitor

chrome meadow
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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

tawny elk
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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.

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They thought it might be better than just remaking each texture by hand to fit the wonky UVs.

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Any thoughts on this workflow?

severe solstice
ember river
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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

tawny elk
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I’ll try doing the UV workflow later tonight and see how it works out.

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I saw you made that obj to usd script for OV on Kim’s repo 👀

ember river
ember river
ember cobalt
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it would be nice if all of these tools were just in one repo honestly

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nice work

tawny elk
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Make a repo linking to other repos

ember river
soft zinc
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wait nvm

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Ok no still lost

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tried launching nsight monitor after loading up the game through Nsight VSC

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nothing happens

tawny elk
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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.

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It’s a modern program and supports pretty much every form of api.

soft zinc
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I don't quite know how to work with it

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Or if I have done something wrong

tawny elk
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I’ve tried the same program [old nsight] and it was so temperamental to get working.

soft zinc
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What were the exact steps you did to get it working though

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Here is what I did

tawny elk
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I don’t remember. It was frustrating enough for me uninstall it and just use apitrace.

soft zinc
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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

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oh isee

tawny elk
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Yea screw all that

soft zinc
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but cool hud 😔

tawny elk
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Doesn’t have one.

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Afaik

soft zinc
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i was referring to nsight

tawny elk
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That’s perfhud I presume, which needs to be compiled in.

soft zinc
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I thought it was part of nsight

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💀

tawny elk
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Nopeeee

tawny elk
jade briar
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I'll be afk for 4 days

tawny elk
jade briar
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Going to the mountains in searc for mark's temple. Might find the toolkit there.

tawny elk
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I went to the one on the left, I think Mark is on the right.

ember river
ember cobalt
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i've never had to do that in my workflow

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but having it integrated anyway should be very helpful

ember river
# ember cobalt i've never had to do that in my workflow

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 Peepo_Think

ember cobalt
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oh, i just do that all in notepad with a template i have

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i forgot that i do that, lol

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makes sense then

ember river
ember cobalt
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i used to use that method, but Mark said it could have some negative consequences

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i'll see if i can find that post

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#general-remix message

ember river
soft zinc
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On that note, did look into the OV thing you'd mentioned @tawny elk I must admit, I am very lost

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From what I understand, it creates and lets you edit USD files, files that describe a scene

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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?

ember cobalt
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what, the OV script for USD files?

soft zinc
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No, as in, why OV is used at all with RTX Remix

tawny elk
ember cobalt
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usd and usda files are how we replace stuff in Remix

tawny elk
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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.

ember river
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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...

ember cobalt
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yeah

soft zinc
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So how do you load in the entirety of the map of ug2 as a USD

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by that, I'm mostly referring to how you extract the entire map as a mesh with scaling, positions, etc intact

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I had trouble getting a single texture out as is

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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

tawny elk
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You drive around and capture things a bunch

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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.

ember cobalt
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and a whole folder with the non-OV one

ember river
# soft zinc the only way I got a mesh out was through ninjaripper, which was a pain and a ha...

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

ember river
ember cobalt
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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

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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

tawny elk
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I would love it if the mesh python script was just an exe or batch file that I could drag an OBJ file onto

ember river
# ember cobalt i wouldn't have had time to do the total OV integration, so i'm not really refer...

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

tawny elk
ember cobalt
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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

tawny elk
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It's not. I've got quite a smooth brain

ember river
ember cobalt
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i'm not really cut out for GUI stuff. i've tried so many times and i just suck at it

ember cobalt
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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

ember cobalt
tawny elk
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What verison of python do most people use? It's defiantly not 3.11

ember river
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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

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If you would like to start a repo on that, I'd also love to contribute

ember river
tawny elk
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It's something with the usd-core package. I don't think it has a windows 11 build 🙄

ember cobalt
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it doesn't depend on the Windows OS like that

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i use 3.9.7 and 3.10.x though

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for 3.11 it doesn't seem to have a package

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which is annoying

tawny elk
ember cobalt
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also, did you include the alias dictionary in your OV mesh conversion script? @ember river

ember river
ember river
tawny elk
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||Python on windows is a mess imo, drives me mad||

ember cobalt
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i use miniconda personally. makes python a lot easier

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i have separate environments for the various things i do/use, and you can have multiple python versions

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python as a whole is just a pain in the ass imo

ember cobalt
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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

ember river
tawny elk
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Okay I finally got usd-core to install. Just need to preface the command with py -3.10 -m NODDERS

ember river
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In OV, if the stage doesn't have a saved usd file yet, the paths will all be absolute

tawny elk
ember cobalt
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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

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#general-remix message

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so i had to do this, where it just empties the old primvar. mark says it should be compatible, and it worked for me

ember river
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Hmm yeah, I remember that

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Weird

ember cobalt
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i still can't get it to work right. the documentation is either wrong or i'm missing something very obvious, lol

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it sucks though

tawny elk
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Supposedly worked shrug

ember cobalt
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you can process whole folders by just putting the folder paths instead, and specifying a file type with a flag

ember river
tawny elk
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Neat, I'll see if I can do some UV corrections here after I finish my movie PepoPopcorn

ember cobalt
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can you point me to a good tutorial on that?

ember river
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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

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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

tawny elk
cobalt peak
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Anyway, I'm some kind of 'Nvidia purist'.

soft zinc
open atlas
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If you're looking to capture the whole map you're better off using the debug camera

soft zinc
jade briar
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You would

soft zinc
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So the only way to get highest lod versions of meshes is to drive around hten?

jade briar
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Yes

cobalt peak
# jade briar 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...

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I already disabled culling

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But sometimes lights don't load in

cobalt peak
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Oh I have that enabled

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But still, sometimes I have to enter the hood perspective for lights to load in

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I mean, lights that are infront of me

jade briar
timid prairie
ember river
slender sail
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is this a bug?

cobalt peak
ember river
# soft zinc that sounds very tedious \:O

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

ember river
soft zinc
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What about the 'hitboxes' of the meshes?

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Say you moved around a mesh by mistake in OV and brought it back into UG2 via remix

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Do the hitboxes move around with it? I have no idea how UG2 handles collisions so im lost

jade briar
tawny elk
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Remix doesn’t change anything about the actual game. You’d hit the original collision mesh.

vague sparrow
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Just wait till we get flex particle support

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Like the one they showed in quake 2 rtx before release

tawny elk
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I still wonder if we can tweak the smoke texture to look better

vague sparrow
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30 series GPUs can't exactly handle decal textures as efficiently as 40 series, right?

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Because of opacity micromaps

ember river
tawny elk
tawny elk
tawny elk
cobalt peak
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RTX Remix wasn't officialy released yet, right?

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This is still Portal RTX

vague sparrow
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Only the creator toolkit remains to be released

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Hopefully 2023 🙏

cobalt peak
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Sheesh deez

soft zinc
vague sparrow
# soft zinc 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...

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Maybe it was gameworks Flow

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Who knows

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That stuff is good too for volumetric smoke effects

jade briar
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Those simulations are

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Not very impressive

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The explosions just go up in a little plume

vague sparrow
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Uncle party ooper

jade briar
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I'm just saying the truth

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Explosions

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Expand

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Outwards

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Rapidly

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Not just flow upwards slowly

vague sparrow
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How would you like burnout effects that has simulated smoke using such a volumetric system?

vague sparrow
cobalt peak
jade briar
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I'm not talking aboutcolor

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Those barrel explosions look like a little poof and scpand upwards

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A good looking explosion would expand with force in all directions.

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And then rise

vague sparrow
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So you're only grudge is that the smoke goes up and doesn't expand like any normal explosion would

jade briar
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Yes. That was my whole point. I'm not hating on the tech. I don't like the specific implementation.

vague sparrow
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Only if some smart guy could implement it in remix

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I'd be so happy

jade briar
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Mark pls

vague sparrow
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Being able to project smoke or any other particle separate from the games code would be so cool

jade briar
cobalt peak
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I will the need for speed.

ember cobalt
ember river
jade briar
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Yea

tawny elk
tawny elk
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Getting better at it I think

ember cobalt
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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

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makes a new subdirectory in the folder where the script is with the new files

vague sparrow
tawny elk
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Uh I don’t speak for everyone here. You’re better off asking the project manager.

vague sparrow
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and who is that

balmy chasm
ember cobalt
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sorry Adam

cobalt peak
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Yes, because both (Los Santos obviously more than Bayview) are based off Los Angeles

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But Bayview also got some Seattle vibes, and Miami vibes (due to the islands).

vague sparrow
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Wasn't nfs underground 1/2 inspired by 2fast2furious? It's a Miami type of setting obviously

cobalt peak
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Somewhere in the game, when you unlock a unique part, Rachel hints that Bayview is located in the West Coast.

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So california, not florida.

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The only Bayview resemblance to Miami I see is that some areas are seperated into islands. Like Downtown.

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But the Bayview sign, the hills which kinda look like Beverly Hills, and the Jackson Heights, all look like LA/California.

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And the first Fast & Furious movie was filmed in Los Angeles, so it could be that Bayview is a mixture of both.

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Just noticed something funny tho, wait a sec

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A short scene from classic 2Fast and 2Furious in HD.
All rights reserved to NBC Universal

▶ Play video

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...

▶ Play video
tawny elk
jade briar
# vague sparrow and who is that

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.

vague sparrow
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Get the marketing guys

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Couple of YouTubers

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And get the attention

jade briar
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A bunch of YouTubers made videos on this

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Baleto plays

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Black panthaa reacted to it.

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You probably remember muta

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He talked about it again.

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A few other smaller youtubers

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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.

cobalt peak
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Shaved my head bald to look more like Caleb.

cobalt peak
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How about Bayview as a World for Sims 3? There's already one for GTA IV and GTA V.

cobalt peak
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I plan very egghead stuff with my square egghead

tawny elk
tawny elk
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Less warcrimes

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Blackbox's UV work is just || 🤡 ||

tawny elk
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Thoughts on this headlight aiming? I feel it's a bit too high but wann know what ya'll think.

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Texel density tis but a far off idea at Blackbox games

restive magnet
slate surge
cloud crypt
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But backlight is way too much

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And the headlights should be a bit wider

vague sparrow
cloud crypt
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They should be wider, only inches away from the car the light should already illimunate bothe sides of the road

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The light in the video is to direct

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Should be more like that

vague sparrow
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i get it now

cloud crypt
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In video it looks like a flashlight to be more specific😅

vague sparrow
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well i guess you couldn't configure it properly with no appropriate tools

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that does look like a basic cone light

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really excited to see later versions of remix with DLSS3.5

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it removes the ghosting effect

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(rn i believe there is a trail behind the car that follows you)

cloud crypt
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Yep

cloud crypt
tawny elk
vague sparrow
tawny elk
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No idea if it’ll be in the toolkit. I keep praying at the Temple of Mark to make it happen.

vague sparrow
tawny elk
tawny elk
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Do you mean if I have an IES file for a car headlight?

restive magnet
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remix can use ies?

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so, at the moment only generic cone-shaped light is available?

vague sparrow
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well i don't want the file though, just wanna know what IES preset imitates car headlights

tawny elk
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Presets? I don't have any presets ones.

vague sparrow
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nvm dude

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all good

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🙂

open atlas
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https://youtu.be/aM_gzfAMdNs so when are we getting one of these for UG2 kappa

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...

▶ Play video
tawny elk
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Maybe once we get the toolkit and able to model things a bit quicker.

vague sparrow
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Step 2: gain access to the toolkit

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Step 3: ?????

trail quail
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  1. leak the tool kit
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  1. get sued by nvidia lmao
soft zinc
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with how balls ah the uvs are, how did the textures look decent as they did in UG2

jade briar
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So. When are we getting lightspeed's blessing?

vague sparrow
soft zinc
jade briar
soft zinc
soft zinc
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/s

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ooooh

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dlss 3.5 looks poggy

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Will rtx remix receive a dropin replacement once dlss 3.5 comes around?

soft zinc
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poggus

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denoiser goes wild on my laptop, so I could use a far better one

vague sparrow
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good bye flickering ReSTIR calculations

soft zinc
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ReSTIR?

vague sparrow
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there will be no more of that "sparkly" effect

vague sparrow
soft zinc
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interestin

tawny elk
jade briar
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If igor can get it, so can we.

vague sparrow
jade briar
dusty grove
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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...

▶ Play video
jade briar
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No. People say I'm a GTA v max graphics rtx 5090 (2065) bait tuber.

jade briar
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But if we are able to get something that works well with the original style, then sure. Water roads.

balmy chasm
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Water roads :D

vague sparrow
jade briar
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Real

soft zinc
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speaking of water on roads

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what causes road reflections to appear 'stretched' on watery roads IRL? Could it be pulled off with pathtracers?

cloud crypt
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Its the angle of viewing and the depth of the water

jade briar
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Idk where you live, but here water works like water.

cloud crypt
jade briar
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Probably

dusty grove
jade briar
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How do you know

cloud crypt
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He meant that

soft zinc
soft zinc
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or the depth?

cloud crypt
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Well, if there are waves for example and you view from a small angle its more streches

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Because the area of reflection gets bigger and the the light breaks on the waves

soft zinc
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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

soft zinc
cloud crypt
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Ignore the wave

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Lets take your phone as example

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Tje glass is reflecting... when you view directly on it its a good non streched picture

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But with an angle your face wille be streched

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Its only a bit but it does, bit its also a bad example... cant explain it clearly, it just does it

tawny elk
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It's the incidence angle

cloud crypt
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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).

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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).

ember river
# soft zinc From what I understand, ray bonks off surfaace in accordance with surface normal...

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

cloud crypt
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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.

tawny elk
#

Okay, now let's do the math Nerdge

cloud crypt
#

Just found this

vague sparrow
cloud crypt
#

🤣

vague sparrow
#

i need speed not nerdy knowledge

#

you guys gonna make need for math

tawny elk
#

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).

ember river
tawny elk
#

If you look at a BRDF plot it makes a bit more sense too

cloud crypt
#

👍

vague sparrow
#

from his eyes

#

🤨

tawny elk
soft zinc
# ember river Because the BRDF tells how much energy a ray bounce will have based the directio...

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?

soft zinc
cloud crypt
#

Yesp

soft zinc
#

no, as in, what do they mean by 'general direction' of the two objects there?

#

Sorry, english isn't my first language

tawny elk
severe solstice
ember river
cloud crypt
soft zinc
ember river
soft zinc
ember river
soft zinc
ember river
#

Recommend reading about those

soft zinc
#

no fucking way

#

wait

cloud crypt
#

Less bright images dont have strong reflections

soft zinc
soft zinc
# vague sparrow

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

tawny elk
soft zinc
#

stretch the 'fov' of the cubemap capturing the refcltions?

#

very hacky so they had to have used a more elegant way right?

tawny elk
#

When using pathtracing, it is quite trivial because you are working the rays of light.

tawny elk
#

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.

soft zinc
#

What about for gbuffers where we can't render from the light's pov

#

(
assuming that's what you meant

#

)

ember river
#

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

tawny elk
open atlas
#

Discord tries to figure out how to use the word refraction without using the word refraction challenge 2023

tawny elk
vague sparrow
#

This chat

pale sentinel
soft zinc
soft zinc
ember river
soft zinc
#

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

ember river
# soft zinc How did games before PBR become commonplace do it though?

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

soft zinc
#

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?

ember river
jade briar
jade briar
#

No

cloud crypt
#

seems like they added Frame Generation back into Remix

#

but only in the newest bridge + dxvk build

jade briar
#

Yeah

desert ridge
#

Are there any developers creating realistic window glass with accurate reflection and refraction effects?

ember river
#

@jade briar had some story with the car interiors causing troubles afaik
Looks pretty cool

desert ridge
desert ridge
vague sparrow
dusty grove
jade briar
# desert ridge

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.

jade briar
#

Uh huh

desert ridge
desert ridge
vague sparrow
#

@jade briar get to work

errant iris
vague sparrow
#

Make WIP5 and credit him

#

So cool indeed

desert ridge
#

How to upload to Github?

jade briar
vague sparrow
jade briar
#

This is the problem.

jade briar
vague sparrow
jade briar
#

What solution?

desert ridge
#

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

jade briar
ember river
#

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

desert ridge
errant iris
#

should i be using the latest builds of bridge and dxvk?

desert ridge
#

It's just the small details that may go unnoticed unless someone looks closely enough.😅

ember river
jade briar
#

This is cool

desert ridge
#

Has anyone attempted to create a simulated clearcoat effect by duplicating the car body mesh? If so, does it work effectively?

desert ridge
#

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.

ember river
desert ridge
# jade briar It would be denoising hell.

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.

jade briar
#

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?

ember river
#

Its gonna need a bit of a extrusion/scaling along normals to work

desert ridge
ember river
#

Id wait to see if the remix ppl will get something working so we can focus our effort into replacing individual decals, vynils, etc.

jade briar
#

Oh wait

#

I found it

worthy drift
#

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)

worthy drift
#

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.

sage wraith
#

If you using my car lights, its connected to the frontwindow

desert ridge
desert ridge
balmy chasm
desert ridge
#

I have submitted the windows glass materials and some texture replacements to GitHub for approval.

jade briar
#

I'll go check

desert ridge
jade briar
#

Yes

#

There's only one active pr

desert ridge
#

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?

jade briar
#

I see that

jade briar
desert ridge
jade briar
#

Make sure the textures you use are using have a liscence that allows you to use them

desert ridge
#

Certainly! I created most of them myself using Photoshop, and I also used some CC0 textures.

jade briar
#

Nice

vague sparrow
#

what's this about lol

jade briar
#

Manhole

mossy pelican
#

manwhat

#

man🕳️

jade briar
#

yes.

severe solstice
#

🕳️

errant iris
#

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

tawny elk
#

Do y’all need a photogrammetry scan of a manhole cover? 👀

ember cobalt
#

i actually do

tawny elk
#

Say no more I’ll add it to the list of things to scan KEK

ember cobalt
#

thanks 🙂

#

what's your method for scanning btw?

#

i was considering just using my phone

tawny elk
#

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.

ember cobalt
#

what phone is that?

#

i only have a pixel 2 xl. i doubt it'll turn out good

tawny elk
#

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

vague sparrow
#

on the iphone 12 that is

tawny elk
#

No I have a 14

vague sparrow
#

Lich!!

cloud crypt
#

I have a S33 Ultra, so what 🤣

tawny elk
#

Need that LiDAR for niche usages like this KEKW

cobalt peak
#

Made Bayview in Sims 3

vague sparrow
cobalt peak
#

So Joe Biden is Wallace Breen, makes sense

cobalt peak
vague sparrow
#

LMAo

cobalt peak
#

🙂

dapper root
#

Hey guys, how to use the latest version of the project?

jade briar
cloud crypt
severe solstice
tawny elk
#

The mesh came out a little wonky but

vague sparrow
tawny elk
vague sparrow
#

holy moly

#

better optimize the mesh if someone wants that in-game

tawny elk
#

Nah just throw it in fam. What could go wrong

vague sparrow
#

good lord!

jade briar
vague sparrow
#

this is awesome Adam

vague sparrow
jade briar
#

No

vague sparrow
#

ok

#

cry

jade briar
#

Thx

ember river
# tawny elk Take a look

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

vague sparrow
#

i think they have this LiDAR tech built in so it makes the scanned surface into a model

#

which is pretty cool

tawny elk
#

iPhone 14 Pro Max ultra deluxe season pass

cloud crypt
#

XD

ember river
vague sparrow
ember river
#

The mobile apps I tried always had a very limiting paywall

#

so I started grabbing the pics and throwing at meshroom myself

tawny elk
#

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.

tawny elk
#

Perfect to just toss into the game NODDERS

jade briar
#

Surely you will decimate this before putting in game, right?

#

Right?

dusty grove
tawny elk
#

scheme You mean subdivide

vague sparrow
#

how do you subdivide a complex mesh like that

tawny elk
#

Use meshlab.

vague sparrow
#

surely this will go well with something like a displacement map

#

we just don't have that in remix yet

tawny elk
#

Aw it crashed KEK

vague sparrow
#

who'll put the manhole is the question you guys should be asking

tawny elk
#

I simplified it. All good

#

Anything ya'll need scanned while I'm out and about?

blazing bone
jade briar
tawny elk
sharp sinew
vague sparrow
jade briar
#

np

sharp sinew
jade briar
vague sparrow
tawny elk
#

Yea but we can't use displacement with remix, so it just ends up being kinda flat imo if you just use textures.

vague sparrow
#

there's something rewarding when you take the creativity and apply it to the problem

cloud crypt
#

hopefully they add displacement support

jade briar
#

I also like scanning stuff

sharp sinew
jade briar
#

But I don't have a dslr or an iphone

jade briar
tawny elk
cloud crypt
#

my S23 Ultra can do that too without LiDar

tawny elk
vague sparrow
#

(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)

ember river
#

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 Peepo_Think

cloud crypt
cloud crypt
tawny elk
ember river
ember river
cloud crypt
#

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

severe solstice
#

man 🕳️

ember river
#

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

cloud crypt
#

about the max number i was wrong, i can take 200 pictures for a detailed scan

vague sparrow
#

Man I wish Nerf was able to make models too

tawny elk
#

Still haven’t quite gotten scanning roads down

cloud crypt
#

40 picture scan...

#

But it only can scan seperate Objects, so roads wouldnt work i think

tawny elk
#

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.

cloud crypt
#

I can literally scan shiny things but not too big things xD

cloud crypt
tawny elk
#

Anything yall need scanned ? Planning out my scanning schedule

vague sparrow
jade briar
#

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...

▶ Play video
tawny elk
#

I don't have that kind of time nor equipment peepoSigh

trail quail
#

remix dont load in game

#

oh i got it working XD

#

i removed dinput8 XD

cloud crypt
#

dont remove it... ist needed for widescreen fix

#

just rename it to dsound

chrome meadow
# soft zinc I thought it was part of nsight

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)

soft zinc
#

The latter displays a command window that promptly closes bdfore I can get a good look

#

The former does nothing at all

chrome meadow
soft zinc
final knoll
#

I get that the Bridge Remix file is expired and I can't download it

soft zinc
#

Said something similar in the VS Plugin too, claimed the GPU rendered 0 frames or somethong to that effect

chrome meadow
soft zinc
#

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

tawny elk
#

Prob the light trails

soft zinc
#

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?

cobalt peak
final knoll
#

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

severe solstice
#

3 fps so much

final knoll
jade briar
#

You probably didn't install it correctly

final knoll
cloud crypt
#

if you would have followed it, it would work properly

dusty grove
# final knoll

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.

ripe shell
#

Hi. Can someone help me find the compiled version of Bridge Remix? I tried to compile it myself but it doesn't work.

chrome meadow
soft zinc
grave wolf
#

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.

chrome meadow
dapper root
#

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

grave wolf
#

Hi i followed all instructions and this is my result :/

jade briar
#

You did in fact not follow correctly

trail quail
#

@jade briarcan you show us ?

soft zinc
#

Aren't they essentially iterating over all pixels of the frame for each pass, and doing this multiple times for each rendered frame?

dapper root
spark moon
dapper root
#

I don't know.

spark moon
#

ok where can i find culling disabler

cloud crypt
#

Just search it

#

Its in the pins too

final knoll
cloud crypt
#

Anti culling

#

Object dont get culled away anymore

vague sparrow
#

is this for back face culled objects?

ember river
ember river
cloud crypt
#

Yeah, but in GTA 5 its exactly the same and Underground 2 copied it just a lil bit

ember river
jade briar
#

Surely

spark moon
cloud crypt
#

Its only for u2

spark moon
#

so do i have to satrt over my mod

bright hedge
cloud crypt
#

They also want to see carbon🤣👍

dusty grove
#

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)

cloud crypt
#

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

elfin zenith
#

@tawny elk sorry for this. just to know how some people are. 😄

tawny elk
elfin zenith
#

I deleted so as not to cause problems here. it's a pity that some people are insanely jealous.
I apologize.

tawny elk
#

Thank you

elfin zenith
#

😉

#

@tawny elk new version of rtx remix?

tawny elk
#

What do you mean?

elfin zenith
#

more stable version with new features..

tawny elk
#

I’m not a nvidia developer NOPERS

elfin zenith
#

Yeah...

tawny elk
#

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?

elfin zenith
#

for what your roles are as developer? 😄

#

shouldn't you know when a new version of rtx remix comes out?

#

just asking

tawny elk
#

I develop mods(?) to improve compatibility with remix. No one knows when new updates for the rtx remix runtime are coming out.

tawny elk
#

I also like to be a lighting artist (?) but there’s no role for that.

balmy chasm
#

*there is role for Artist in general 👉 *

ember cobalt
#

i've been looking to revamp those roles. any suggestions?

bright hedge
#

@gametest stop selling stolen mods and also are shitty

ember cobalt
#

can you guys stop with this drama? ultimately it's unrelated to this server

bright hedge
#

should just stop replying or helping him altogether

ember cobalt
#

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

bright hedge
#

i am pretty sure before its been given proof above

ember cobalt
#

he left anyway it seems

bright hedge
#

yes

ember cobalt
#

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

bright hedge
#

also selling them for profit

#

.

#

nice cat :)) heard its a sign of affection if they want to get in ur way and stuff

ember cobalt
#

the video that's from really doesn't look like Remix to be honest. the road texture maybe

ember cobalt
#

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

jade briar
#

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

ember cobalt
#

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

jade briar
#

Yep

#

HellRaven says that he had problems with him before.

ember cobalt
#

the deleted messages certainly weren't very kind

bright hedge
#

still

#

its obviois

#

obvious

#

putting modpacks on 3 different games constantly 😂 yeah right, totally from scratch

vague sparrow
#

well you can use remix with. Just vanilla textures

#

And it will still look beautiful

cloud crypt
#

Well, steaking ideas is illegal too

ember cobalt
#

he basically just took inspiration based on your guys' texture. not illegal afaik

vague sparrow
cloud crypt
#

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

ember cobalt
#

yeah, this doesn't really fall under that imo

bright hedge
#

well, its y'all mods afterall..

#

i just wouldnt let it like that lol

ember cobalt
#

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

jade briar
#

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

vague sparrow
#

I can

jade briar
#

do it

tawny elk
#

I have that role already Pog

ember river
#

Either way, we're using the MIT license, which gives a little bit of legal protection if anything goes sideways

grave wolf
#

@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.

ember river
grave wolf
#

Okay thanks 😄 i will try to authenticate well

grave wolf
#

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

dusty grove
ember river
grave wolf
#

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?

vague sparrow
#

what was it called lol

#

hourglass

#

😆

dusty grove
#

E-man add tornado PLS

vague sparrow
#

☝️

grave wolf
grave wolf
#

now looking like this :D, im missing something ?

#

thanks a lot for your help guys

ember river
final knoll
#

In some areas of the map, such as the mountain area, you need to add lighting because it is completely dark.

dusty grove
unique helm
#

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

unique helm
#

like here described

#

but i used bridge-remix-9833d09-28-release

#

and dxvk-remix-739c6ea-220-release

#

because the other versions are already expired

cloud crypt
#

Reflections and no headlights are correct if u used alpha 0.2.0

unique helm
#

Ok is there no newer version already?

#

also found no pinned message here

cloud crypt
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Yes, but very compicated to install

unique helm
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oh ok

cloud crypt
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The steps are further below in the git u posted here

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And its mainly for us contributors

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Maybe someone will make a usable package

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But until that the 0.2.0 is the usable one

unique helm
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ok thank you 🙂

desert ridge
cloud crypt
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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

cloud crypt
balmy chasm
cloud crypt
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Thats what i thaught

ember river
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There are a few features to be made before wrapping it up

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I can't remember what they are though

desert ridge
ember river
desert ridge
cloud crypt
cloud crypt
ember river
desert ridge
ember river
desert ridge
cloud crypt
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Game uses only 9000, can handle max of 20000. But remix should be capable of more than that

ember river
cloud crypt
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Everything should be a triangle

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Looks better

jade briar
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Not really

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Well

desert ridge
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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

▶ Play video

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.

▶ Play video
jade briar
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Actually

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Everything has to be tris

jade briar
#

Good luck

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Don't worry about poly counts

cloud crypt
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Damn that carrera

ember river
# cloud crypt Everything should be a triangle

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.

cloud crypt
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Oh, didnt knew that xD

ember river
jade briar
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yeah.......

vague sparrow
vague sparrow
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and that's 14 years ago

balmy chasm
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@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
Rigging

etc.

ember river
cloud crypt
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For me its texturing and lighting XD

ember cobalt
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it'd be good, but also a total pain for users to select them. imagine that emoji based selector with that many

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i saw a better selector type thing recently. time to find it

balmy chasm
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Do you mean programming categories, right? Cuz I don't know which else except 3d modelling and programming

desert ridge
cloud crypt
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NVidia is pogchamp of creators

ember cobalt
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artist and creator

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i was thinking more along the lines of adding extra general roles that may help, not a bunch of ultra specific ones

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mmmmm

balmy chasm
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What is the defference between Artist and Creator?

vague sparrow
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That's my interpretation

ember cobalt
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i didn't make these 😛

vague sparrow
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Artist is probably the one who makes stuff for remix

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like models, animations, lighting

balmy chasm
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Makes sense. Good I didn't pick Creator

ember cobalt
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at the time these were made, i think they were intended to get people comfortable from their skills outside of Remix

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but now we have a large community, so it'd be good to have some that are actually related to Remix

balmy chasm
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Remix Employee, as example :D

vague sparrow
ember river
vague sparrow
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And they're green 💚

ember cobalt
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i'll think on it some more

ember river
ember cobalt
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pretty much, but they also can't be too specific, otherwise we'll have way too many roles

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so i'm trying to think of a balance

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also ideally i'd rather not implement yet another bot

vague sparrow
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let's just add a remix modder role then

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that way you'll know who's working on or worked on remix stuff before

tawny elk
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Idea: would it be beneficial to get photo scans of cars? I can see if the junkyard has any of use.

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I can’t model something like that well so y’all would be a better judge if it’s worth it.

balmy chasm
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But you'd need like cloudy-not-rainy sky, no reflections paint and view from all sides to do good scan

ember river
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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 Peepo_Think

balmy chasm
tawny elk
tawny elk
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I’ll look into practicing modeling various things I know in the mean time peepoG

desert ridge
tawny elk
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That’s easy to get, you can get close up photos of parts like that on eBay

desert ridge
tawny elk
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I should practice modeling a taillight to reassure myself that I’m not that good at 3d modeling KEKW

desert ridge
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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.

tawny elk
ember river
desert ridge
tawny elk
ember river
ember river
sharp musk
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hi all

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is possible add reflection to my car?

jade briar
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Well

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Yes

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But you'll have to do some work for that

sharp musk
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I'm willing to do it

jade briar
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aight someone help this dude

desert ridge
#

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.

jade briar
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Hmm. That's an interesting way of doing it. Although a remix side fix would be a lot better.

desert ridge
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In your mod.usda, insert this line in subLayers at the bottom
@./rough_only.usda@

jade briar
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So, maybe make the script look for changes on a specific car body mesh. If texture on mesh-x changes, then update the material.

sharp musk
desert ridge
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Also you have to "capture frame to usd" everytime a new hash is borned, otherwise your mesh will look grey

desert ridge
jade briar
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No need for captures then

desert ridge
#

After following these steps, you can achieve a similar outcome.

desert ridge
jade briar
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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.

sharp musk
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awesomeee

jade briar
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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.

desert ridge
jade briar
# desert ridge I enjoy recreating textures or meshes more than programming. Reading other peopl...

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.