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Webgl - Update 5.1

Merged Elohiem requested to merge Elohiem/fc-pregmod:Webgl---Update-5.1 into pregmod-master

Art

  • Tweaked specularity
  • Tweaked lighting
  • Fixed AO issues around genitals
  • Lip colors now similar to vector art
  • Added bodytype(subtle) morphs (tears clothing)
  • Added detail morphs
  • New face morphs [not final]
  • Improved normal maps
  • Added scars/brands
  • Added tattoos [unfinished]
  • Added pan/rot speed options
  • Added default camera options
  • Added clothes

Engine

  • Fixed specularity issue
  • Fixed AO random seed
  • Added AO layer surface
  • Added roughness/metallic map support
  • Added decal support
  • Engine refactor
Edited by Elohiem

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Merged by PregmodderPregmodder 3 years ago (Oct 22, 2021 2:20am UTC)

Merge details

  • Changes merged into pregmod-master with 169e9663.
  • Deleted the source branch.

Pipeline #44024 passed

Pipeline passed for 169e9663 on pregmod-master

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    • Are we/will we be able to do something like that in your engine? https://www.youtube.com/watch?v=eBtmWSiZN5U

      I am not saying it's urgent, since most of the models I send you don't even have materials at the moment, but when eventually they will be in a more finished state, if we can do it, it would lower the size of the asset package and the draw calls.

    • Author Contributor

      Eh maybe, you wouldn't have to do the extra step on your end though, it can be done during asset creation. Currently 3 textures can be combined into one, transparency, roughness, metallic (not AO since it is generated).

      The drawback with this approach is when you want to share the same map (but now one channel) for multiple surfaces. There is an optimization step that detects identical textures and reduces size this way which would no longer work.

      Tbf I haven't looked too deeply into it, I kept them split for ease of working.

    • Me too. And I guess this will be the norm for a long time. The above step is for when we have make the assets and we are starting optimize them.

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    • Out of curiosity, how difficult would something like simple idle animations be?

    • Author Contributor

      Pretty difficult..

      It requires many new systems. For one I need a different parser (other than .obj) to import the skeleton and animations. I need a structure to be able to traverse nodes as a graph and figure out which vertices belong to which bones with weight maps. From there I need to be able to apply transforms in real time, which given the size of the models can get quite laggy.
      It's a lot of work...

      Simple stuff could be done through a morph target (e.g. blinking), though since it is limited, I would rather keep it simple and stay with static images.

    • Thought that might be the case. Shame though, I think little things like blinking and breathing would add a lot of visual bang for buck.

      Edited by BreezeIndigo
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    • From my understanding, you are using DAZ3D models (Genesis 8). Are you open to using more Pose Presets if I provided some? I tend to prefer more natural and asymmetrical poses. Here's a sample DAZ Pose Preset that I think works best for worshipful, profoundly trusting slaves with a high sex drive: Sample.zip

      I'm also curious about the technical limitations of adding or changing the poses for WebGL.

      • Are there any part of the anatomy that should not be moved/transformed?
      • Would you be able to provide a base pose preset for me to modify?
      • Are there any morphs I should test to check for clipping?
      • What are the parameters the game checks, and how many poses does it support? Can this be easily changed?
      • How much would it affect file size, CPU/GPU requirements, etc. if we were to add more poses?

      Would it also be possible to lock and save the camera position/zoom/angles in the WebGL window and apply them to all characters. I'm especially fond of a 3/4 or 1/3 front view.

    • Not Elohiem obviously, but something I've found is that super large butts tend to run into the most clipping issues

    • Author Contributor

      I appreciate the offer but posing is fairly limited due to technical limitations. There are certain twists/bends that are 'illegal' when working with morph targets. The sum of all morphs then becomes problematic as you experienced here #3599 (I will adjust the pose). The model is not rigged which is why these problems can occur.
      Clipping is another issue but I don't mind that as much. I could probably move the arms out of the way in some cases.

      These two issues constrain the space in which you can pose and would be hard for to identify without the toolchain.

      Regarding the camera, I can add an option in the display menu to change the default position.

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    • Contributor

      Pardon, is this art set complete? I'm getting 'could not find art assets' when I enable this art pack?

      image

      Edited by ZZC
    • Author Contributor

      I assume you have downloaded the asset pack following the link in the display options. In that case you have probably placed the assets in the wrong folder.

      Create the resources folder if you haven't, and place the webgl folder inside. image

    • Contributor

      Something is wrong, when I put the webgl into the right place the system resource consumption goes sky high when I start the html in firefox. Either its my low end gpu or something else. The display is not enabled in game. In opera seems to start fine.

      image

      Using fchost seems great, so moving to that i guess.

      Edited by ZZC
    • Author Contributor

      It's expected behavior. All assets are loaded into memory at once, after that the disk is never accessed. Disabling the webgl option has no effect, it will load the assets if they are in the right folder.

    • Contributor

      Is it possible to change color of clothing? maybe match slave's hair color? or allow player to set a color? Just wondering. Course a colored chastity belt would be funny...

    • Author Contributor

      They could be changed in the future, though currently I don't have the framework set up for it.

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