[ame="
http://www.youtube.com/watch?v=pHiqHzxZSMU"]CRYENGINE Demo - YouTube[/ame]
I had given up on CE3 because of the silly login/DRM requirements, but apparently those are now gone. While I'm excited about the physically based shading the CryMannequin system looks more interesting. Getting animations working in CE3 was a nightmare (for someone with my skill level at least). Has anyone had a chance to use this version yet, and if so, what are your thoughts?
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My question is, is this that update? In that case it would be amazing. Also, do we know yet if the SDK will be free like the old one or is the update only for the commercial lisence?
AFAIK the free SDK and the commercial are the same thing, except with the commercial you get full source access. The 'updates' worry me though. I had a map that was completely hosed by the login and server troubles they had awhile back.
As far as I know this includes the Free SDK.
That's good news. I don't use CE3 for the same reason.
Looking on their site it looks that the free SDK is stuck on 3.4.5 version last updated on 18.04.2013, but according to latest news it should get also update this week or so.
I'm loving the new site and logo, but the new "Achieved with CryEngine" splash screen is a little disappointing. :shifty:
How do you suppose physically based shading will be implemented? What I mean is, is physically based shading typically a set of parameters similar to HDR and other lighting tools that can be ticked on/off and adjusted PER object?
Or, is it a global world effect where as its an automatic feature that every object in the scene/level is effected by, and is globally controlled through parameters (if controlled at all)?
I know its not released yet, though figured I would ask incase anyone here has a better understanding of what it actually does/is/how its used
http://www.polycount.com/forum/showthread.php?t=124683
That water drying up at the end.....My god. I want to punch babies and jump out the window. at the same time. With explosions. Powered by CE3
Take a look at the link posted above by joeriv. That should get you caught up. The last few pages should have most of the good information since it was merged with another thread from UE4 stuff.
It's different because it allows artists to create more accurate(and modular) materials. It puts more emphasis on the surface and how lights interact with it, more specifically the roughness of the surface as that defines the specular falloff and usually the reflected color.
It's basically how light works in the real world. Light is basically photons being bounced around a room and into your eye. Any point in 3d space is receiving lighting from all directions, not just from actually lights. If you had a sphere ball, any light being reflected by it is lighting being recieved at that point. Physically based lighting is trying to recreate that effect, instead of using a small number of lights to add lighting to a scene.
guess they didn't want to realease to public before actually getting some titles for next gen done?
or I'm completely mistaken and i didn't understand shit in that pdf...
Anyway I can't wait for the update to the free SDK as i really want to try this stuff out!
Yeah, they used it in Crysis 3. All of the features in the older tech demo were also used and available for licensees, but the free SDK is just now getting all of the features.
To clarify: Lets say i make a texture, but my AO is too strong, will i be able to check if its too contrasty in engine with some kind of tool, or do i have to rely on if it looks "good".
It depends on engine but generally:
1. Color is just color. Flat color without any lighting information. You shouldn't use any cavity, ao, etc maps on your color. Even micro details are better blended directly in material setup.
2. Roughness/Specular/whatever engine expose is in general scalar value. Some engines employ specular RGB texture, some just take scalar value. The latter approach is much easier, as you simply define how much reflectivity surface have. No magic involved.
tl;dr you really doesn't need any tools, as the process should be much simpler.
EDIT: The reason i am a bit confused might stem from different approaches. I have seen the Remember me tech videos where the diffuses look pretty normal, but they keep stressing the "albedo values". They also seem to treat specular at just a solid color, putting all the emphesis of bringing out details with the gloss.
Whereas in the CE papers they do things quite differently.
http://www.polycount.com/forum/showthread.php?p=1904126
We will see today or tomorrow, but I highly doubt that the process will be complicated.
Even in previous iteration the gloss map was simple scalar. Whether they rename it to roughness or not is matter of preference. The big thing is how specular is handeled (if it is exposed).
Albedo/color map/whatever should be pretty transfebale between diffrent PBR engines. The simpler the better. Unless your engine can't handle more complex lighting. But it's easier to add lighting information to he color map, than to remove them.
Besides what iniside said, Crytek used actual RGB textures for their PBR. The only tool you would really need is the Macbeth chart I believe, at least for working with actual textures and not values. Ideally, you just have to get the textures to be at the physically correct value range and be done. They also viewed all assets in test levels during production and then viewed the entire level in Diffuse shading only to test the final look- not PBR related, but still helpful.
Ah well at least I will actually be able to open my map again and work on it with the removal of the login, and there is better w8 support.
but no changelog + the documentation will be online in "the coming days", seems kind of weird
I wonder how often they are going to relelase updates now. Because really, those random schedules and "ready when it's ready, so we may annouce that we are getting ready". is kinda annoying., especially if have you have no idea what to expect in next release.
On positive side, they got rid of DX9.
Guess I wont bother downloading this tomorrow then...