im still working on it regularly but progress is a little slower mainly because there is only so many interesting things you can do with the same props before you start running low on ideas.
its 4 i havent finished it, the last tech point is in the smudged area of white i havent made yet, basically that smudged area represents whats left to finish the map
i have been redoing the skybox areas, the map is now underwater as i designed it originally to be. Looks and fits much better. The name of the map is likely to change as well. This has set me back abit in finishing the map but it will be worth it.
the whole map will recieve a name change from cradle to something more fitting, most likely ns2_hydra or ns2_dagon
completed the underwater scenes and hopefully from the screenshots you will be able to tell it was worth it.
This area will receive a name change from docking to something like surface access or hydrolift
slight work on Uplink, the res node will be in the centre currently missing
another view from receiving, this area joins hydrolift with descent and uplink
this is a new area currently has no name, it joins uplink with the last tech point.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
edited September 2014
Underwater looking good too! But agh! Part of me is not loving the distortion effect on the glass. It wouldn't really do that in real life. Distortions like that are caused by irregular changes in the IOR or the surface normal. Here, you've got smooth flat glass, and a smooth flat water surface touching the glass. The most distortion you'd get it a sort of flattening effect when looking at it from an extreme angle and ns2 just isn't capable of that.
(Although... hmm... MIGHT be able to modify the distortion shader so it uses the viewspace normals instead of a texture to give it a slight flattening effect... I um... I have to go now... I may have an idea. EDIT: Nevermind... that won't work. Would require re-photographing the scene from a different angle )
Underwater looking good too! But agh! Part of me is not loving the distortion effect on the glass. It wouldn't really do that in real life. Distortions like that are caused by irregular changes in the IOR or the surface normal. Here, you've got smooth flat glass, and a smooth flat water surface touching the glass. The most distortion you'd get it a sort of flattening effect when looking at it from an extreme angle and ns2 just isn't capable of that.
(Although... hmm... MIGHT be able to modify the distortion shader so it uses the viewspace normals instead of a texture to give it a slight flattening effect... I um... I have to go now... I may have an idea. EDIT: Nevermind... that won't work. Would require re-photographing the scene from a different angle )
I think you might be able to do it convincingly. The extreme angles are also where the reflection component dominates, so if there's extreme distortion it will probably be masked by the glass reflection.
Underwater looking good too! But agh! Part of me is not loving the distortion effect on the glass. It wouldn't really do that in real life. Distortions like that are caused by irregular changes in the IOR or the surface normal. Here, you've got smooth flat glass, and a smooth flat water surface touching the glass. The most distortion you'd get it a sort of flattening effect when looking at it from an extreme angle and ns2 just isn't capable of that.
(Although... hmm... MIGHT be able to modify the distortion shader so it uses the viewspace normals instead of a texture to give it a slight flattening effect... I um... I have to go now... I may have an idea. EDIT: Nevermind... that won't work. Would require re-photographing the scene from a different angle )
I think you might be able to do it convincingly. The extreme angles are also where the reflection component dominates, so if there's extreme distortion it will probably be masked by the glass reflection.
You can't just use "blue fog" because water absorbs frequencies of light more than it scatters them.
I just tried it a second ago. I modified the glass_refract shader so that instead of using the texture normal map provided, it uses the "vs_normals" input, takes the tangent of the x and y axes, and multiplies that by 0.1 (just pulled a number out of the air). It works OKAY-ish... but doesn't look great. The edges look really weird at higher angles, and transparent stuff in front of the distortion plane gets distorted as well. It might work alright under very controlled conditions, and if the magnitude of the effect is taken down a little bit (might look best at 0.05).
What spark would need to really make this work is a way to re-render what's behind the transparency plane from a different angle, and reproject that onto the plane. A simple 2d distortion effect is barely working here.
About the blue fog, it looks pretty good to just light the exterior with a blue spotlight and crank the atmospherics up on it. Yea it's not physically accurate, but that's not about to change in this version of Spark.EDIT: Dammit moultano, now you've got me thinking about ways of doing this in Spark! EDIT2: Had a look at those formulas. I'm SURE I just butchered them... but here it is: http://imgur.com/a/hZOiZ#vURlLrw What you're looking at is one .material from eclipse, whose shader was changed from "Model.surface_shader" to "Model_underwater.surface_shader". I changed nothing else. Also, that lone light source is a WHITE light. Unfortunately, this method can't take into account dry areas vs underwater areas. It goes strictly off of the depth map, so stuff will look underwatery depending on the DISTANCE from the camera, NOT necessarily how much water is between you and the object. Example: a long, dry hallway, and at the end of it is a window, and outside the window, some underwater objects. These objects, not being too far from the window, shouldn't look too blue and scattered... but they will. This is an engine limitation and it cannot be overcome without some heavy modifications.
EDIT AGAIN: Here's the .surface_shaders for you to play with. https://www.dropbox.com/sh/rr4l1o36yjyu2bk/AABEI5m9wpeYNZAr8eDLVRo8a?dl=1 There's 2 in there, "Model_underwater.surface_shader" and "Level_underwater.surface_shader". The older materials use the Level shader, and the newer stuff uses the Model shader. So to get underwater textures in your map, just make a copy of the .material file, and change "Level.surface_shader" to "Level_underwater.surface_shader" and likewise with "model". You'll probably end up with quite a few new .material files in your map mod, it's a good thing they such small files.
Underwater looking good too! But agh! Part of me is not loving the distortion effect on the glass. It wouldn't really do that in real life. Distortions like that are caused by irregular changes in the IOR or the surface normal. Here, you've got smooth flat glass, and a smooth flat water surface touching the glass. The most distortion you'd get it a sort of flattening effect when looking at it from an extreme angle and ns2 just isn't capable of that.
(Although... hmm... MIGHT be able to modify the distortion shader so it uses the viewspace normals instead of a texture to give it a slight flattening effect... I um... I have to go now... I may have an idea. EDIT: Nevermind... that won't work. Would require re-photographing the scene from a different angle )
I think you might be able to do it convincingly. The extreme angles are also where the reflection component dominates, so if there's extreme distortion it will probably be masked by the glass reflection.
You can't just use "blue fog" because water absorbs frequencies of light more than it scatters them.
I just tried it a second ago. I modified the glass_refract shader so that instead of using the texture normal map provided, it uses the "vs_normals" input, takes the tangent of the x and y axes, and multiplies that by 0.1 (just pulled a number out of the air). It works OKAY-ish... but doesn't look great. The edges look really weird at higher angles, and transparent stuff in front of the distortion plane gets distorted as well. It might work alright under very controlled conditions, and if the magnitude of the effect is taken down a little bit (might look best at 0.05).
What spark would need to really make this work is a way to re-render what's behind the transparency plane from a different angle, and reproject that onto the plane. A simple 2d distortion effect is barely working here.
About the blue fog, it looks pretty good to just light the exterior with a blue spotlight and crank the atmospherics up on it. Yea it's not physically accurate, but that's not about to change in this version of Spark.EDIT: Dammit moultano, now you've got me thinking about ways of doing this in Spark! EDIT2: Had a look at those formulas. I'm SURE I just butchered them... but here it is: http://imgur.com/a/hZOiZ#vURlLrw What you're looking at is one .material from eclipse, whose shader was changed from "Model.surface_shader" to "Model_underwater.surface_shader". I changed nothing else. Also, that lone light source is a WHITE light. Unfortunately, this method can't take into account dry areas vs underwater areas. It goes strictly off of the depth map, so stuff will look underwatery depending on the DISTANCE from the camera, NOT necessarily how much water is between you and the object. Example: a long, dry hallway, and at the end of it is a window, and outside the window, some underwater objects. These objects, not being too far from the window, shouldn't look too blue and scattered... but they will. This is an engine limitation and it cannot be overcome without some heavy modifications.
EDIT AGAIN: Here's the .surface_shaders for you to play with. https://www.dropbox.com/sh/rr4l1o36yjyu2bk/AABEI5m9wpeYNZAr8eDLVRo8a?dl=1 There's 2 in there, "Model_underwater.surface_shader" and "Level_underwater.surface_shader". The older materials use the Level shader, and the newer stuff uses the Model shader. So to get underwater textures in your map, just make a copy of the .material file, and change "Level.surface_shader" to "Level_underwater.surface_shader" and likewise with "model". You'll probably end up with quite a few new .material files in your map mod, it's a good thing they such small files.
Awesome! Did you get a screenshot of the refraction shader?
Awesome! Did you get a screenshot of the refraction shader?
Nah, I didn't bother with that, it wasn't very impressive.
Try adding some low frequency perturbations to it so the glass looks slightly wavy, then as normal * view becomes small, blend in a light desaturated blue for the color of the glass.
Comments
EDIT : couldn't find the map on the workshop
'Cause this map isn't released on the Workshop yet.
so, looking forward to seeing this released on the workshop
early wip of the last res node which is called uplink
1 screenshot of docking bay (marine start) skybox (outside map through windows)
just 2 corridors and 1 tech point now remain
Ohhhh i guess you'll make a 4th in the snowey field / scribbly part?
He's already on the NSL Maptesting Steam group, his Steam name is "[AQ] Nightmare".
completed the underwater scenes and hopefully from the screenshots you will be able to tell it was worth it.
This area will receive a name change from docking to something like surface access or hydrolift
slight work on Uplink, the res node will be in the centre currently missing
another view from receiving, this area joins hydrolift with descent and uplink
this is a new area currently has no name, it joins uplink with the last tech point.
When are you gonna release it on the Workshop ?²
We would love to playtest this for 6v6 competitive games. I've added you on Steam btw
Keep up the good work
(Although... hmm... MIGHT be able to modify the distortion shader so it uses the viewspace normals instead of a texture to give it a slight flattening effect... I um... I have to go now... I may have an idea. EDIT: Nevermind... that won't work. Would require re-photographing the scene from a different angle )
I think you might be able to do it convincingly. The extreme angles are also where the reflection component dominates, so if there's extreme distortion it will probably be masked by the glass reflection.
The bigger problem for making something convincingly underwater is getting the fog right. I wrote about that for subnautica here. http://forums.unknownworlds.com/discussion/133996/physically-accurate-fog-for-simulating-how-light-travels-underwater
You can't just use "blue fog" because water absorbs frequencies of light more than it scatters them.
I just tried it a second ago. I modified the glass_refract shader so that instead of using the texture normal map provided, it uses the "vs_normals" input, takes the tangent of the x and y axes, and multiplies that by 0.1 (just pulled a number out of the air). It works OKAY-ish... but doesn't look great. The edges look really weird at higher angles, and transparent stuff in front of the distortion plane gets distorted as well. It might work alright under very controlled conditions, and if the magnitude of the effect is taken down a little bit (might look best at 0.05).
Anyways, feel free to try it for yourself. https://www.dropbox.com/s/b0cuarnaiixntho/materials.zip?dl=1
What spark would need to really make this work is a way to re-render what's behind the transparency plane from a different angle, and reproject that onto the plane. A simple 2d distortion effect is barely working here.
About the blue fog, it looks pretty good to just light the exterior with a blue spotlight and crank the atmospherics up on it. Yea it's not physically accurate, but that's not about to change in this version of Spark. EDIT: Dammit moultano, now you've got me thinking about ways of doing this in Spark! EDIT2: Had a look at those formulas. I'm SURE I just butchered them... but here it is: http://imgur.com/a/hZOiZ#vURlLrw What you're looking at is one .material from eclipse, whose shader was changed from "Model.surface_shader" to "Model_underwater.surface_shader". I changed nothing else. Also, that lone light source is a WHITE light. Unfortunately, this method can't take into account dry areas vs underwater areas. It goes strictly off of the depth map, so stuff will look underwatery depending on the DISTANCE from the camera, NOT necessarily how much water is between you and the object. Example: a long, dry hallway, and at the end of it is a window, and outside the window, some underwater objects. These objects, not being too far from the window, shouldn't look too blue and scattered... but they will. This is an engine limitation and it cannot be overcome without some heavy modifications.
EDIT AGAIN: Here's the .surface_shaders for you to play with. https://www.dropbox.com/sh/rr4l1o36yjyu2bk/AABEI5m9wpeYNZAr8eDLVRo8a?dl=1 There's 2 in there, "Model_underwater.surface_shader" and "Level_underwater.surface_shader". The older materials use the Level shader, and the newer stuff uses the Model shader. So to get underwater textures in your map, just make a copy of the .material file, and change "Level.surface_shader" to "Level_underwater.surface_shader" and likewise with "model". You'll probably end up with quite a few new .material files in your map mod, it's a good thing they such small files.
Awesome! Did you get a screenshot of the refraction shader?
Nah, I didn't bother with that, it wasn't very impressive.
Also a few custom decals perhaps with cthulhu like symbols to represent the underwater facility would be great. something like this..
Try not to rip, do your own logo and stuff.
Try adding some low frequency perturbations to it so the glass looks slightly wavy, then as normal * view becomes small, blend in a light desaturated blue for the color of the glass.