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Re: Work Blog - JeffR

Posted: Tue Nov 27, 2018 8:06 pm
by suncaller
That PBR is looking excellent!

Re: Work Blog - JeffR

Posted: Wed Nov 28, 2018 11:59 am
by Chelaru
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?

Re: Work Blog - JeffR

Posted: Wed Nov 28, 2018 2:33 pm
by Razer
I don't see Torque toon shading with normal map support in the shaders screenshots, it is worked on for 4.0 ?

Re: Work Blog - JeffR

Posted: Wed Nov 28, 2018 3:53 pm
by Duion
Don't make so many demands on Jeff, that will just delay things, he is already doing more work than he should.

Re: Work Blog - JeffR

Posted: Wed Nov 28, 2018 5:44 pm
by Steve_Yorkshire
Ooooh shiny PBR! Nice work, JeffR and the gang! :mrgreen:

Re: Work Blog - JeffR

Posted: Thu Nov 29, 2018 9:16 am
by Timmy
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 ;)

Re: Work Blog - JeffR

Posted: Thu Nov 29, 2018 9:35 am
by Duion
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.

Re: Work Blog - JeffR

Posted: Thu Nov 29, 2018 9:47 am
by Chelaru
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

Re: Work Blog - JeffR

Posted: Thu Nov 29, 2018 10:19 am
by Timmy
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.

Re: Work Blog - JeffR

Posted: Thu Nov 29, 2018 1:07 pm
by Chelaru


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.