Work Blog - JeffR

328 posts Page 32 of 33
suncaller
Posts: 1
Joined: Mon Apr 09, 2018 1:03 am
by suncaller » Tue Nov 27, 2018 8:06 pm
That PBR is looking excellent!
Chelaru
Posts: 204
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Wed Nov 28, 2018 11:59 am
The pbr is comming nicely. For some reason i like the pbr from t6 more. Is any difference in implementation or there are still more stuff to be added in v4 of t3d?
Online Razer
Posts: 38
Joined: Tue Jan 10, 2017 11:29 am
by Razer » Wed Nov 28, 2018 2:33 pm
I don't see Torque toon shading with normal map support in the shaders screenshots, it is worked on for 4.0 ?
Duion
Posts: 1131
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Nov 28, 2018 3:53 pm
Don't make so many demands on Jeff, that will just delay things, he is already doing more work than he should.
Steve_Yorkshire
Posts: 299
Joined: Tue Feb 03, 2015 10:30 pm
 
by Steve_Yorkshire » Wed Nov 28, 2018 5:44 pm
Ooooh shiny PBR! Nice work, JeffR and the gang! :mrgreen:
Timmy
Posts: 366
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Thu Nov 29, 2018 9:16 am
The pbr is comming nicely. For some reason i like the pbr from t6 more. Is any difference in implementation or there are still more stuff to be added in v4 of t3d?
Can't really compare the screenshots, all using very different materials settings, lighting configurations etc, i can assure you the t3d implementation is closely based on this paper https://seblagarde.files.wordpress.com/ ... br_v32.pdf , haven't added cool stuff like area lights yet, mac had those in t6.
Don't make so many demands on Jeff, that will just delay things, he is already doing more work than he should.
Not to down play the awesome work jeff does, he is not the only person working on this stuff ;)
Duion
Posts: 1131
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Nov 29, 2018 9:35 am
He is still doing too much or they are doing too much, the original schedule was to have 4 major releases of the engine per year, we have not had a release in almost 2 years now, just saying.
Chelaru
Posts: 204
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Nov 29, 2018 9:47 am
The pbr is comming nicely. For some reason i like the pbr from t6 more. Is any difference in implementation or there are still more stuff to be added in v4 of t3d?
Can't really compare the screenshots, all using very different materials settings, lighting configurations etc, i can assure you the t3d implementation is closely based on this paper https://seblagarde.files.wordpress.com/ ... br_v32.pdf , haven't added cool stuff like area lights yet, mac had those in t6.
Don't make so many demands on Jeff, that will just delay things, he is already doing more work than he should.
Not to down play the awesome work jeff does, he is not the only person working on this stuff ;)
I see. Some time lighting makes all the difference. Thank you for the clarification. I can't wait to see the other shiny stuff. :D
Timmy
Posts: 366
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Thu Nov 29, 2018 10:19 am
The pbr is comming nicely. For some reason i like the pbr from t6 more. Is any difference in implementation or there are still more stuff to be added in v4 of t3d?
Can't really compare the screenshots, all using very different materials settings, lighting configurations etc, i can assure you the t3d implementation is closely based on this paper https://seblagarde.files.wordpress.com/ ... br_v32.pdf , haven't added cool stuff like area lights yet, mac had those in t6.
Don't make so many demands on Jeff, that will just delay things, he is already doing more work than he should.
Not to down play the awesome work jeff does, he is not the only person working on this stuff ;)
I see. Some time lighting makes all the difference. Thank you for the clarification. I can't wait to see the other shiny stuff. :D
Those screenies all used a single directional light and all textures where from https://freepbr.com/ & https://texturehaven.com , very basic setup, i purposefully kept it all very simple just so i could test the scenes exactly as is against substance designer to ensure it was as close as possible.
Chelaru
Posts: 204
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Nov 29, 2018 1:07 pm


Can't really compare the screenshots, all using very different materials settings, lighting configurations etc, i can assure you the t3d implementation is closely based on this paper https://seblagarde.files.wordpress.com/ ... br_v32.pdf , haven't added cool stuff like area lights yet, mac had those in t6.



Not to down play the awesome work jeff does, he is not the only person working on this stuff ;)
I see. Some time lighting makes all the difference. Thank you for the clarification. I can't wait to see the other shiny stuff. :D
Those screenies all used a single directional light and all textures where from https://freepbr.com/ & https://texturehaven.com , very basic setup, i purposefully kept it all very simple just so i could test the scenes exactly as is against substance designer to ensure it was as close as possible.
Yes, you are correct. That is the way to test. I am curios to see your' pbr with Jeff "GI's". Hmmm i bet that will be a sight to behold.
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