Webgl - Update 5.1
Art
- Tweaked specularity
- Tweaked lighting
- Fixed AO issues around genitals
- Lip colors now similar to vector art
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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
Merge request reports
Activity
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.
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.
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
added 2 commits
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.
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.
Pardon, is this art set complete? I'm getting 'could not find art assets' when I enable this art pack?
Edited by ZZCSomething 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.
Using fchost seems great, so moving to that i guess.
Edited by ZZC