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The VP 10.3 beta thread
Started By
fuzzel
, Apr 02 2017 08:39 PM
616 replies to this topic
#42
Posted 04 April 2017 - 01:34 PM
I hate being a downer but I just did a comparison between quality SMAA and quality FXAA and the difference is very small. It managed to smooth a few jaggies on a plastic ramp for me but it didn't really improve the look of jaggies much on wire form ramp, it could maybe even be argued the wire ramp looks worse.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#43
Posted 04 April 2017 - 02:23 PM
I know. That's why i never cared that much about adding it so far. The mileage varies heavily with these two schemes.
Some like SMAA more though as it does not blur some things that much as FXAA.
So that's also why i gave NFAA and DLAA a try, both have their ups and downs, so please try also these.
#45
Posted 04 April 2017 - 04:04 PM
I know. That's why i never cared that much about adding it so far. The mileage varies heavily with these two schemes.
Some like SMAA more though as it does not blur some things that much as FXAA.
So that's also why i gave NFAA and DLAA a try, both have their ups and downs, so please try also these.
This is one of those things we refer to in modern society as "paralyzed by choice" All the options have their advantages and disadvantages as you say and none of them are too drastically different from one another, it makes me wish there was just one clear choice that was 'the best' because now I can't make up my mind lol.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#46
Posted 04 April 2017 - 04:07 PM
Feature request:
Can the calculated camera position (x,y,z) be made available in a variable in the script or somewhere in the editor? For the transparent ramps in Diner, I needed this coordinate, since that is necessary to render from the correct viewpoint in Blender. I think VPX calculates the camera position based on the highest wall object on the table (or something like that). Would be great!
Can the calculated camera position (x,y,z) be made available in a variable in the script or somewhere in the editor? For the transparent ramps in Diner, I needed this coordinate, since that is necessary to render from the correct viewpoint in Blender. I think VPX calculates the camera position based on the highest wall object on the table (or something like that). Would be great!
#48
Posted 04 April 2017 - 05:48 PM
I know. That's why i never cared that much about adding it so far. The mileage varies heavily with these two schemes.
Some like SMAA more though as it does not blur some things that much as FXAA.
Toxie, would a multi-sampling AA option, as opposed to the post-processing types, offer a better quality option?
#50
Posted 04 April 2017 - 08:32 PM
Is there a way to read or set ballspin. Just thinking of the Batman table where the ball has a lot of spin left after a long ramp shot and returning to the inlane
Maybe a ball friction value?
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#52
Posted 04 April 2017 - 09:19 PM
Would it be possible to add support for 2 sided materials? I'm trying to make low poly fur for white water big foot which typically is done by layering planes with hair texture maps with transparency which I can't really do without making every plane a solid which will increase face count 4x. The problem is when the head rotates we will see the back side of some of the planes and it makes it look like a hole through any part of the mesh that it over laps.
2 sided material support allows for a texture map to render on the inside or back side of flat (not solid) geometry.
Edited by dark, 04 April 2017 - 09:21 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#53
Posted 04 April 2017 - 09:33 PM
Can the "frame" in the backdrop editor be made into an option that will allow us to rotate it 90 degress. I am now using rotation setting ) for Full Screen and this current frame makes it cumbersome to set the backdrops. Requesting what is show in red in the pic:

My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
#55
Posted 04 April 2017 - 10:04 PM
Possible bug : Under key/Dof settings, if I check or uncheck an option they don't seem to stick. Please verify that it is not only me.
What you mean with stick? After pressing OK and open the Keys settings again are the DOF settings the same or did they switch back to the default settings/old settings?
Would it be possible to add support for 2 sided materials? I'm trying to make low poly fur for white water big foot which typically is done by layering planes with hair texture maps with transparency which I can't really do without making every plane a solid which will increase face count 4x. The problem is when the head rotates we will see the back side of some of the planes and it makes it look like a hole through any part of the mesh that it over laps.
2 sided material support allows for a texture map to render on the inside or back side of flat (not solid) geometry.
It sounds like you would like to disable the poly culling of a mesh? So that the polygon is always rendered even if the normal points away from the camera?
Can the "frame" in the backdrop editor be made into an option that will allow us to rotate it 90 degress. I am now using rotation setting ) for Full Screen and this current frame makes it cumbersome to set the backdrops. Requesting what is show in red in the pic:
hmm that part is really old and strange code. Not sure if that can be easily changed
An option to disable lighting on the ball and ramps would be nice. Preferably changeable via the script.
you can use DefaultBulbIntensityScale value via script or in the editor on the table element to reduce the light contribution of bulbs on the ball. Disabling the global light on the ball isn't possible as this would give us more problems later on when adding full lighting.
Edited by fuzzel, 04 April 2017 - 10:05 PM.
#56
Posted 04 April 2017 - 10:23 PM
Yes Fuzzel, basically.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#58
Posted 04 April 2017 - 10:39 PM
Ok that's not a big deal thenYes Fuzzel, basically.
![]()
Awesome, thanks!
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
#59
Posted 04 April 2017 - 11:15 PM
I mentioned it in a post a couple days ago on a table thread, but it should be possible for VP to be able to handle the XY rotation better. I build tables in portrait mode, and someone with a landscape cab should just be able to change the XY rotation and everything should fit correctly. Basically decouple the table XY from the monitor XY. Of course if you have a different proportion monitor you would need to adjust, but then you would need to adjust pretty much anything that comes out, but most I believe use 16:9 at least on cabs.
@toxie @fuzzel thoughts? does that make sense, I can clarify if needed.
#60
Posted 04 April 2017 - 11:27 PM
Oh, also note that the FSS code is still in progress, so this might most likely change again and again over the beta phase, lets see.
Also the FSS tables from hanzoverfists threads will not work correctly anymore (for now), as the direct source tweaks by him were repackaged into additional parameters that are not setup yet in these current tables.
All tables updated to 10.3.0 new links provided.. And like I said Bugs and Dude are done but delayed pending new VBA coding by author.



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