Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin
Creating a Blog? Don't Forget the Feature Photo!! ×

Update on 'The Beach' and other stuff..........


Smoke

880 views

So where to start?

Well lets get the bad news out the way - so the reason I haven't released is because a little issue has been hunting me and I've been trying to find a solid fix to it but so far it has yet to yield a fix. The issue in question has to do with the water. Shit like this tend to burn you out because you are always running into dead ends. So I somewhat put it aside and went on to work on other projects.

And the good news! Well it I think I may have found a solution when I was working on another project and elevating my coding and hacking of the game status 😛

In this case, messing with lua and PE morphs for rooms. In short, there are multiple methods on creating PE morphs for clothes. The same can be said for rooms. Though slightly unorthodox than using shape keys in blender (which is better and easier) - never the less, it was my curiosity that lead me down that path.

So in hindsight, though I know I haven't shared that many rooms, I have created a few. One thing to note is that we always had the ability to use HDRI files without using the Hook5 cube maps. Its just people never really never went down that path - well only a few people and one of them being berger. Now I prefer converting a HDRI into PNG and using it as a sky dome, you'll get to keep the High rez quality and you'll be able to make some sweet pictures or videos - Cups maps are more towards creating a light source but you'll sacrifice image quality for it. As mention, converting the HDRI to PNG is better because you can just use spot light/omi lights and Hook5 files to further improve the HDRI.

I know, you guys are like huh? WTF I'm I talking about. Well, to finish, the "sky dome" is most stationary. You can add code to "spin it" but that gets annoying and is unrealistic in many cases. But with PE morphs, you can now FIX that. You found a sweet HDRI that you want to use but is facing the wrong way? Well dont worry! You can now adjust it to your liking! I know, Hook5 allows you to do this for cube maps but not everyone uses Hook5 (I care for potato farmers 😉 ) Plus like I said, I prefer HDRI over cube maps.

I will be adding this ability for all rooms that I make and that uses a sky dome. On top of that, I will be updating my first room(s).

  • Like 5
  • Thanks 1
  • Thumbs Up 4

6 Comments


Recommended Comments

Hi smoke, Nice idea rotating the sky dome via PE morphs. Concerning cubemaps, I use a Blender file that contains six cameras to make six pictures out of HDRIs. To merge them, I use Gimp and then export as .dds. I thought that using HDRIs requires a certain color range in your hard and software that is greater than sRGB. I think VX doesn't render that range, and hook5 uses some kind of compression.

 

Link to comment
  • Administrator
10 hours ago, Titanoboa Serpentes said:

Hi smoke, Nice idea rotating the sky dome via PE morphs. Concerning cubemaps, I use a Blender file that contains six cameras to make six pictures out of HDRIs. To merge them, I use Gimp and then export as .dds. I thought that using HDRIs requires a certain color range in your hard and software that is greater than sRGB. I think VX doesn't render that range, and hook5 uses some kind of compression.

 

Yes - these are "Just" the texture(s). The extra color ranges (sRGB) is not included, mainly because the HDRI are used as a back drop for this game. In Daz (and perhaps blender and other 3D software), HDRI produces a "light source". These can converted in "cubemaps" and used for this game, hence the RGB and is only possible with Hook5. That said, adding more GPU power just to use HDRI (especially if you want to use 4K-8K texture), it isn't really ideal. Especially if I can create a light source for day and night settings. I guess it comes down to preferences, as mention: I'm using HDRI for a backdrops, I can create different light sources for day and night settings, and the light sources made for cubemaps aren't really that good IMO as I can literally create the same color pallet with Hook5.

  • Thanks 1
Link to comment

Base game rooms has this function, most notably the barn, which you can move the cart, the hay, open and close the doors... I always wondered why new rooms didn't have something like that. I think your method is like the method used in rooms like the Barn?

Link to comment
  • Administrator
4 hours ago, Morius said:

Base game rooms has this function, most notably the barn, which you can move the cart, the hay, open and close the doors... I always wondered why new rooms didn't have something like that. I think your method is like the method used in rooms like the Barn?

Yea the old/vanilla version had something similar. HDRI has been around for 30+ years already. But my guess is that the tools to make such images was limited back then. You also have to account for creativity. Some people will not know how to use the tools properly. 

  • Like 1
Link to comment

So you're directly rotating the skydome of the Room. The problem that I have when using Cubemaps with hook5 is that the hdri for the cubemap has to have a scene fitting to the scene of the room, otherwise the image depicted doesn't have the right size in correlation with the size of the room objects, so it feels either too large or too small. So it could be possible to eliminate this by using a skydome texture and changing the radius of the skydome. For the lighting of the room, would you then simply use the PNG from the HDRI and attach a hook5 pass to the texture to make it glow?

You mention different ways to create PE morphs for clothes other than blender. Might I ask what other methods there are. I have some clothes in mind that I would like to adapt to the XBody, but since I'm just starting out, which is the best way to create these morphs. If I adapt the clothes to the standard body morph of the XBody, to my understanding, that would not use the other morphs as well, does it?

Link to comment
  • Administrator
11 hours ago, Titanoboa Serpentes said:

You mention different ways to create PE morphs for clothes other than blender. Might I ask what other methods there are. I have some clothes in mind that I would like to adapt to the XBody, but since I'm just starting out, which is the best way to create these morphs. If I adapt the clothes to the standard body morph of the XBody, to my understanding, that would not use the other morphs as well, does it?

There are two types of morphs in the game. Morphs that change the shape or geometry through a Shape Key in Blender and then morphs that modify the mesh through simple translation, rotation, or scale values.  Smoke was specifically referring to room morphs, but I guess in theory you can apply the later simple transformation morphs to clothing.

  • Thanks 1
Link to comment
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.