What are you working on currently? (2018)

:green_heart:

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Well the fonts are different from the title, place is built beautifully though

I think red would look better

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I already do that
(which is why I made this coloring plugin :D)

https://i.gyazo.com/a59da607bb096a27a95968da76535c00.mp4

Helps tremendously with studio’s tiny material painter limitation
That output wasn’t smoothed though, it can take a good 30 minutes

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Do those terraced terrain edges blend better as you get closer to the smooth terrain?

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The smoothening removes most of those stairstep like artifacts

Although it will never be perfect because of LOD

At close distances, they’re not visible no, it’s entirely smooth

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No matter how hard you try it’s impossible to get ride of those terraces in the LOD terrain, I’ve fought long and hard against studio trying to prevent it. You can almost be completely free of weird ridges up close to terrain though

ex:


move far away though and this happens

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I’m curious, what steps do you take to reduce the stair-step effect? I’ve never quite been able to do it convincingly myself using the built-in tools.

It’s impossible with the built in tools, the smooth tool actually makes it less smooth. That terrain is only possible because of my own generator that I wrote

Using the smooth tool on terrain like that looks like this
Before:


After:

It accentuates the ridges

Unfortunately it means you have to be super careful hand modifying the terrain after it’s generated or you will do irreversible damage, such a shame.

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It is going to be a Java (and probably JavaScript as well) application for optimizing OBJ files. The intended workflow is Roblox CSG → Export as OBJ → Optimizer → Import as OBJ.

After about 3 hours, I finally adding co-linear line optimizations. If I didn’t do this, it would either fail or put in an extra triangle.
image

Edit: As a reference, here was the input. It includes a few overlapping and duplicate triangles.
image

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Does the optimizer take into account nonplanar faces that share a vertex?
image

I am not that far yet. The first step to full mesh optimization will be splitting up the faces into shape, optimizing them, and re-assembling the shape.

https://twitter.com/cbmaximillian/status/1002315525613948928
https://twitter.com/cbmaximillian/status/1002315138676871168
https://twitter.com/cbmaximillian/status/1002278299022716928?s=21
https://twitter.com/cbmaximillian/status/1001925802835890176

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I’ve found that if you use the “Grow” tool on the lowest power setting you can get the terrain to smooth out. The Erode tool on lowest power setting also does this. I’ve never actually used the smooth tool due to it actually doing the opposite of what it’s supposed to do.

@ColdSmoke

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I’ve been learning some stuff about rendering. What you see on the left (the white figure) is made up entirely of ImageLabels.

https://gyazo.com/2d45a899fecfa139efc8b1eea0655fe8.mp4

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Why image labels?

My guess is that you can make triangles more efficiently with ImageLabels.

Yeah - the alternative is to draw every individual pixel of every triangle using frames, which isn’t practical at all

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So you’re not doing ray tracing then?

I’ve been raytracing in some of my other posts on here / Twitter but this is a different method that uses projections

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