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

Update from 21.06.2018


Recommended Posts

New update was sent:
- Fixed pubic hairs bug
- Fixed hairworks damping/friction issue
- Fixed hairworks coloring - now much closer to villa hair color in ui
- Fixed villa paticles shadows rendering
- Switched to use latest Oculus SDK (1.26.0) and some change in initialization code
- Added keybinding for DOF called "funcDOF" - search in main11.fx
- Implemented animated textures for hook objects
- Added another shader for eyes - "EyesPass2" and property "fEyeReflectionAmount" in section "EYES"
- A bit redused tessellation artifacts

Animated textures for hook objects
Since hook objects could have several subsets, overriding textures not trivial and require complex parameter in section, after several attempts I finished with such style:
override.SUBSETNUM.diffuse.texture = PATH_TO_TEXTURE
override.SUBSETNUM.diffuse.swapspeed = FRAMES_PER_SECOND
override.SUBSETNUM.normals.texture = PATH_TO_NORMALS
override.SUBSETNUM.normals.swapspeed = FRAMES_PER_SECOND
override.SUBSETNUM.specular.texture = PATH_TO_SPECULAR
override.SUBSETNUM.specular.swapspeed = FRAMES_PER_SECOND

where SUBSETNUM - subset index in hook5 object, also to texture was recognized as animated texture name should contain suffix "_num01" similar to animated textures for villa objects

Alternate shaders for eyes:
I tried get better results with eyes and I moved eyes shading from deffered rendering stage to forward rendering stage the result a different from current version and I decided leave both variants, so to use new shader for eyes, pass name should be "EyesPass2" - with this pass you can adjust Environment reflection strength by parameter fEyeReflectionAmount. Unfortunate this is not that I want - I want eyes shading comparable with cg renders, so I'm think I continue work with eyes someday.

Bad Luck
Completelly failed with PhysX necklace, I could not make this thing stable not matter what I tried, I saw this problem when I worked with hairs more then 3 binded bones in Dynamic Rigid Body of PhysX loose their stability with growing amount of bones, but necklace require much more bones to looks good. This make me think that maybe I should try another PhysicEngine  - tell me what you think about it.

Link to comment
Share on other sites

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • 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.