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FPSC Classic Models and Media / Stock Asset PBR Conversion Project [WIP]

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uzi idiot
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Posted: 20th Mar 2017 20:33 Edited at: 14th Nov 2017 00:48
Part 2 of my FPSC PBR Project.
Part 1, Shaders and Example Media is available here:
https://forum.thegamecreators.com/thread/217263
This is to show off the effects and advantages of PBR shaders on a wide range of assets.
Advantages include:
More realistic material definition,
More consistent light response,
And Greater Dynamics.

RELEASE AT LAST V 1.0
Featuring PBR stock assets and updated shaders featuring faux-reflections for static entities and segments
DOWNLOAD
Latest Version:
http://www.mediafire.com/file/l2svy4jyy1l5zqi/PBR_Stock_Assets_V2.0.zip
Old Versions:
http://www.mediafire.com/file/f6omrku422bdyjh/PBR_Stock_Assets_V1.0.zip
DOWNLOAD


NEW BETA SHADERS
There are new shaders for characters and dynamic entities.
The new feature is the ability to use the I texture as a 2D reflection probe with no cubemap required, you could even just use a screenshot. However you will still need to filter the texture (you can use the filters in the DDS exporter
However these DO NOT CURRENTLY WORK FOR CHARACTERS as the mipmapping prevents the reflections from blurring. Because of this I have not included any content for them.




This will be my thread for keeping track of my progress in converting the stock FPSC scifi assets to work well with my Physically Based Shaders.

Solo Shaders available here
Shaders available here:https://www.mediafire.com/file/t94t3vjz9vl10f3/Physically%20Based%20Shading%20Shaders%20V6.zip

New features include:
Reflections using lightmaps for segments
Reflections using _I for props and characters
Full specular lighting for muzzleflashes
A Fill specular highlight that matches the ambient light

These PBR shaders use a very different specular responce that works using a roughness/glossiness scale, which looks far more realistic but requires conversion of previous gen style assets
My goal is to make the assets share the same set of shaders to ensure visual consistency.

Most conversion is simple batch processing using Photoshop and it's levels adjustment.
Usually a power of 2 to the input levels and setting the output values to around 5-250 works well
However the stock normal maps are often in the wrong orientation, so some need to be converted to X+,Y-,Z+
Then illumination needs to be added to the normal map.


______________________________________________________

Progress so far:

Characters: done.
However I'm still waiting for Black Ice Mod to fix problems with mipmaps on character so that _I reflections work properly

Dynamic Entities: done

Static Entities: done
I may have to make only a few assets specifically as static, as static and dynamic entities cannot share the same textures because of FPSC's limitations

Segments: done [ ic:amiga]

Maybe there's problems but I haven't noticed them so far.

______________________________________________________

Footage of the progress so far
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uzi idiot
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Posted: 21st Mar 2017 01:37
Here's some footage of the reworked glass.



I can't really think of a way to get dynamic lights to have specular reflections, but the diffuse works perfectly fine.
If something compiles on the first try. Something is terribly wrong.
Mriganka
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Posted: 21st Mar 2017 04:07
Great job man!

I had a question. Your shaders are very realistic. So, if I were to make a level using these shaders, how much performance hag would the level be?
ncmako
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Posted: 21st Mar 2017 09:29
Beautiful work uzi idiot. Glass reflection looks great. Also, did I see your
using Black Ice V11? Is it available?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Madcow02
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Posted: 21st Mar 2017 15:17
Correct me if I'm wrong, but Uzi is one of the main devs, that would explain why he's using the version 11
uzi idiot
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Posted: 21st Mar 2017 19:36 Edited at: 21st Mar 2017 19:38
I'm not a dev for Black Ice Mod, he's just adding more support for my shaders.

Progress
Dynamic lights now work fine on windows (and by extension all translucent surfaces)


Also how do I post a thumbnail image without resizing?
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Madcow02
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Posted: 22nd Mar 2017 15:44
I don't really like that. Reminds me of Christmas trees.
Corno_1
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Posted: 23rd Mar 2017 00:01 Edited at: 23rd Mar 2017 00:08
@Uzi you should really go to GG. We need a Shader genuis like you there.
Fantastic work
PredicateC - FPSC to GameGuru FPE converter
https://forum.game-guru.com/thread/211068
uzi idiot
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Posted: 28th Mar 2017 00:24 Edited at: 28th Mar 2017 00:29
It's just showing off the dynamic lights.

Progress
Platforms now updated.
If something compiles on the first try. Something is terribly wrong.

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uzi idiot
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Posted: 1st Apr 2017 19:12 Edited at: 1st Apr 2017 19:14
Both static and dynamic objects are pretty much finished now, just need to tweak some hastily made normal maps and specular textures



If something compiles on the first try. Something is terribly wrong.
Mriganka
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Posted: 2nd Apr 2017 07:22
Man! The second pic looks awesome!
ncmako
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Posted: 9th Apr 2017 18:48
Really like the "shadows", what did you have the "lightmapping" set to? 100% ?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Nomad Soul
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Posted: 13th Apr 2017 23:23
Beautiful stuff. I love it
uzi idiot
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Posted: 2nd May 2017 19:09
Sorry I've not been updating this as much.
I've been trying to port some of my shaders to game guru and got a bit distracted.
I'm planning on releasing this along with the updated shaders sometimes soon.
Also I've finally understood what the unity pre-intergrated SSS was about. I've added the 'curvature' part to the shader to help make curved surfaces look more natural with SSS.
If something compiles on the first try. Something is terribly wrong.

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Mriganka
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Posted: 3rd May 2017 15:02
@uzi idiot Is SSAO possible in FPSC?
Madcow02
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Posted: 9th May 2017 19:39
Uzi, I've sent you a PM, can you check your inbox, please ?
uzi idiot
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Posted: 16th May 2017 20:06 Edited at: 16th May 2017 20:08
RELEASE AT LAST
Featuring PBR stock assets and updated shaders featuring faux-reflections fro static entities and segments
DOWNLOAD
http://www.mediafire.com/file/f6omrku422bdyjh/PBR_Stock_Assets_V1.0.zip
DOWNLOAD


NEW BETA SHADERS
There are new shaders for characters and dynamic entities.
The new feature is the ability to use the I texture as a 2D reflection probe with no cubemap required, you could even just use a screenshot. However you will still need to filter the texture (you can use the filters in the DDS exporter
However these DO NOT CURRENTLY WORK FOR CHARACTERS as the mipmapping prevents the reflections from blurring. Because of this I have not included any content for them.

http://www.mediafire.com/file/oy5svmqp551l0m7/Physically_Based_Shading_Shaders_V4.zip
If something compiles on the first try. Something is terribly wrong.
ncmako
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Posted: 18th May 2017 00:23
uzi idiot
Fantastic stuff. Downloading now and will check it out.
Thank you Want to see the new beta shader in action.
I think I understand your instructions, but may have some questions.
My games never have bugs. They just develop random features..
Lots and lots of random features...
DarkJames
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Posted: 23rd May 2017 16:16 Edited at: 25th May 2017 02:31
Hey, haven't posted here in years.

Uzi, that's not short of amazing, the work you've done here. Your video had me skeptical until you showed those dynamic lights and the way the model accurately reacted to them, something FPSC always faltered with. Hope you don't lose motivation and keep this awesome work up.

EDIT:

Adding on, using these segments provided (and putting a static entity on the level), appear to spawn me out of the segments, in some unknown invisible platform, I can, however, see the segments in the distance, and barely make ou the effect. Any ideas as to why?
uzi idiot
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Posted: 25th May 2017 10:48
That's just an age old problem with FPSC.

Drop down a segment or entity without a shader and it should be fine.
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uzi idiot
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Posted: 13th Aug 2017 19:55
It turns out the doors need fixing
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uzi idiot
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Posted: 13th Aug 2017 23:15 Edited at: 14th Aug 2017 00:36
Here's Version V2.0.
Fixed the doors and windows.
Improvements to reflections for static entities and segments.

DOWNLOAD
http://www.mediafire.com/file/l2svy4jyy1l5zqi/PBR_Stock_Assets_V2.0.zip

New features:
segment_norm_spec.fx and static_norm_spec.fx now have a variable to control the strength of reflections from lightmaps.
"reflectionamount"
This will allow you to increase or decrease the brightness of the reflections to your taste or disable them completely if they give you too many seams.
If something compiles on the first try. Something is terribly wrong.

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Mriganka
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Posted: 14th Aug 2017 04:54
@uzi idiot What shader have you used for the bloom? It looks really noice and the realism brought to the scene is awesome!
uzi idiot
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Posted: 14th Aug 2017 10:05
It's my realistic camera shader. https://forum.thegamecreators.com/thread/218487
I just exaggerated the hell out of the exposure by increasing the range of the values but kept the bloom quite low.
Tonemap mode was 5 and whitepoint was 6 for contrast.
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uzi idiot
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Posted: 19th Aug 2017 23:15 Edited at: 19th Aug 2017 23:17
I've been playing with some of Cosmic Prophet's terraint pieces and the stock WW2 textures trying to make some mud ground terrain pieces.

What's everyone's opinion?











https://imgur.com/a/XBdXS
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DarkJames
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Posted: 20th Aug 2017 02:44
Looks very pretty. Keep up the great work.
Mriganka
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Posted: 20th Aug 2017 05:32
Visually speaking they are very eye-candy! Btw how did you stimulate the SSAO like shadows for the trees in the shadows?
uzi idiot
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Posted: 20th Aug 2017 13:36 Edited at: 20th Aug 2017 13:38
Thanks.
The ambient lighting is just 4 dim blue lights in the corners of the scene placed on the highest layer. That also colours the reflections to match the sky.

Also does anyone know how many texture variations a segment can use? I seem to be limited to 3.

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Mriganka
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Posted: 20th Aug 2017 14:27
@uzi idiot Do you know how I should make the textures underwater look for the following screenshots? Currently I haven't applied any shaders to them as I am conflicted as a wet look won't work (since the ground is already under water).

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uzi idiot
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Posted: 20th Aug 2017 16:34
Materials look very different underwater, they certainly don't look wet like they would on the surface.
The gravel, wood and concrete would still look rough but would have a darker diffuse colour.
That water shader is also wrong, the reflections shouldn't be coloured like that.

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Mriganka
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Posted: 20th Aug 2017 16:52
Thank you for the info @uzi idiot!
Mriganka
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Posted: 21st Aug 2017 17:59
Hey uzi idiot, have you ever tried making a parallax mapping shader?
Tomik18
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Posted: 22nd Aug 2017 12:25 Edited at: 22nd Aug 2017 12:26
i try "character_norm_spec_shadow_2bone_alpha.fx" but i have this problem http://imgur.com/a/ji62L
I use character german zombie from zombie apocalypse model pack
My PC specs: AMD FX 4300 3,80Ghz
8 GB RAM
GIGABYTE R9 280 Ultra Durable VGA 3GB
uzi idiot
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Posted: 24th Aug 2017 09:42
It's probably the normal map, it uses regular normal maps not dxt5nm normal maps like the viral outbreak and zombie soldier model packs.
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Tomik18
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Posted: 24th Aug 2017 13:41
so what effect i must use ? or where is the problem ?
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xlghostlx
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Posted: 28th Aug 2017 19:08
Always a perfect work UZI!!! Maybe u can include with the download a good detailed description for all the shader, to help other one to understand how they work with Texture ^^
uzi idiot
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Posted: 29th Aug 2017 14:57
I've already got an explanation of what textures go where and do what in the OP of the previous thread.

If you want to see an interactive example of how the shader responds check out the UE4 wiki page, it should be the same but with an inverted roughness.
It also has some measured values for a few materials.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/

Here's a gif I made showing how the specular should look. It goes down in increments of 0.2
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DarkJames
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Posted: 29th Aug 2017 21:09
Awesome work, Uzi, watching this thread very closely!

Keep up the good work:.
uzi idiot
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Posted: 13th Nov 2017 21:21 Edited at: 15th Nov 2017 03:50
Sorry for neglecting this thread for so long, I suppose I might as well release the terrain pieces and new shaders.

PBR Mud Terrain Pieces
DOWNLOAD
https://www.mediafire.com/file/8t0x8xpdfk8l5o1/PBR%20Terrain%20Mud.zip

A reskin of Cosmic Prophet's terrain pieces using stock textures for PBR.
PBR Shaders Version 6
DOWNLOAD
https://www.mediafire.com/file/t94t3vjz9vl10f3/Physically%20Based%20Shading%20Shaders%20V6.zip
https://www.mediafire.com/file/9rpi296uazz46bp/Physically%20Based%20Shading%20Shaders%20V6.1.zip
Original and corrected versions

New Features:
Fill specular for entities, emulating a wide light from above matching the ambient responce, it adds nice highlights to shaded areas and helps metal areas.
FillSpecular float controls the strength of the effect, as it might look too strong in dark games.

Here's some screenshots comparing with and without the fill specular





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uzi idiot
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Posted: 15th Nov 2017 03:49 Edited at: 16th Nov 2017 00:28
Woops sorry for the double post.

I forgot to correct some of the ambient values before uploading the shaders.
Here's the corrected version, it shouldn't be so bright now.
https://www.mediafire.com/file/9rpi296uazz46bp/Physically%20Based%20Shading%20Shaders%20V6.1.zip

I also forgot to mention I added the Disney diffuse BRDF to the static and segment shader.

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ncmako
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Posted: 15th Nov 2017 10:46
Uzi Idiot Thank you, They look terrific What a difference a good shader makes.
I needed something like Cosmic's terrain pieces with good shaders, trying them out now to see how they look.
This is great, thanks Uzi.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
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Posted: 27th Dec 2017 17:38
Hey uzi idiot! Great work on the shaders. Btw I was playing the game RAGE. I was really impressed with how it handled post processing. DO you think it's possible to make one like that?

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uzi idiot
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Posted: 28th Dec 2017 16:12
It looks like filmic tonemapping with a low whitepoint and curves to make the shadows a grungy green colour, with a little bloom and filmgrain.
Maybe the settings would be edited for different scenes, but it looks like it's mostly lighting.
This shader should have all the settings and controls needed.
https://forum.thegamecreators.com/thread/217274
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Mriganka
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Posted: 28th Dec 2017 19:53
Thanks for the link! I was using a shader which had only the tonemapping part. I am getting awesome results with the one you linked.

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uzi idiot
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Posted: 16th Jan 2018 21:45
I've been toying with the water shader again
like I always do when I've got more important things to do

I've added the relief mapping from the stock dark shader shaders and given it the UE4 fresnel to match the pbr shaders.

If something compiles on the first try. Something is terribly wrong.
ncmako
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Posted: 16th Jan 2018 23:38
uzi idiot Nice work, looks fantastic Has a nice reflection.
My games never have bugs. They just develop random features..
Lots and lots of random features...
uzi idiot
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Posted: 17th Jan 2018 21:05
Water: Now with foam

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Wolf
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Posted: 19th Jan 2018 00:02
Rock solid work there Uzi!
seppgirty
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Posted: 20th Jan 2018 00:18
Looks fantastic! Classic still has some surprises left in it.
gamer, lover, filmmaker
uzi idiot
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Posted: 22nd Jan 2018 23:53
Time for a release!

Parallax Mapped Water

[Download]http://www.mediafire.com/file/794l4pb5as8arb3/Parallax%20and%20Foam%20Water%20Shader.zip[Download]
Includes a 2 sets of uncompressed normal maps with 1024, 512 and 256 versions. Uses 512 choppy version by default.
Compression kills the quality of the water but uncompressed takes up more memory. High, medium and low res versions are if you need extra performance.
Red and Green channels are normal map.
Blue channel is a foam mask.
Alpha channel is the height map.





Controls

float DetailScale0=0.25; //flow normal scale
float DetailScale1=1.0; //normal scale
float DetailScale2=3.0; //normal scale
float FlowBump=0.0125; //extra flow/warp normal power 0.025
float Bump=0.25; //normal power 0.25
float DetailBump=0.25; //normal power 0.25
float depth=0.05; //relief mapping .05
float FoamAmount=1.0; //foam strength 1
float FoamThreshold=0.25; //foam threshold 0.25
float FoamPower=1; //foam power 1
float WaterBump=0.33; //index of refraction -1
float2 WaterScale={1200,1200};
float4 WaterSpeed={-0.01f,0.01f,0.03,-0.02f};
float F0=0.000f; //fresnel FO
float Roughness=0.00f; //UE4 reflection roughness, for limiting reflection intensity
If something compiles on the first try. Something is terribly wrong.

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