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White Water VPX WIP


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#121 delt31

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Posted 28 June 2017 - 04:29 AM

that looks incredible.



#122 flupper1

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Posted 10 July 2017 - 08:48 PM

I tried my new tutorial on a ramp of WH2O, think it looks nice:

screenshot580_t.jpg

 

screenshot590_t.jpg

 

In the last screenshot also an experiment with using prerendered textures on the wireguides attached to the apron.



#123 batch

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Posted 10 July 2017 - 08:52 PM

Ok, this is the real pinball ! :love39:


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    


#124 bolt

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Posted 10 July 2017 - 09:27 PM

WOW, looks so beautiful


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#125 htamas

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Posted 10 July 2017 - 09:30 PM

think it looks nice

 

Understatement of the day



#126 hanzoverfist

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Posted 10 July 2017 - 10:42 PM

 

think it looks nice

 

Understatement of the day

 

 

I was going to be a little more sarcastic.. like: Yeah you are right Flupper:  It's just nice enough..  


space-invader-wheel1_t.png


#127 Slydog43

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Posted 11 July 2017 - 01:36 AM

come on, these tables are getting so incredible.  After zooming into the 2nd pic I had to zoom out to check if it was real or not, no joke.  This looks like its going to be "the" table to show off VP to new people.  Can't wait



#128 Ben Logan

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Posted 11 July 2017 - 01:37 AM

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again!

:D

#129 hanzoverfist

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Posted 11 July 2017 - 03:13 AM

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again!

:D

 

He uses an external 3D modeler/rendered to generate proper texture maps for transparent ramps, since ray tracers use real world physics it can produce accurate reflective/refractive glass and plastics. It's a technique very common is 3D gaming, less so today, but was all the rage prior to Global Illumination and advancements in GPU's that can handle caustics,reflection and refraction.

 

EDIT: as for whether its a render or VPX, you really need to know your stuff on VPX capabilities.. some things cannot be done in VPX, you need to know what that is.


Edited by hanzoverfist, 11 July 2017 - 03:17 AM.

space-invader-wheel1_t.png


#130 yagesz

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Posted 11 July 2017 - 05:43 AM

 

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again!

:D

 

He uses an external 3D modeler/rendered to generate proper texture maps for transparent ramps, since ray tracers use real world physics it can produce accurate reflective/refractive glass and plastics. It's a technique very common is 3D gaming, less so today, but was all the rage prior to Global Illumination and advancements in GPU's that can handle caustics,reflection and refraction.

 

EDIT: as for whether its a render or VPX, you really need to know your stuff on VPX capabilities.. some things cannot be done in VPX, you need to know what that is.

 

 

This just makes me laugh. VP is always reminding me its behind in graphics programming but kicking ass doing it.  Looks great.



#131 Ben Logan

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Posted 11 July 2017 - 05:52 AM

Thanks, hanzoverfist. Nice explanation. :)

#132 flupper1

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Posted 11 July 2017 - 06:08 AM

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again! :D

 
He uses an external 3D modeler/rendered to generate proper texture maps for transparent ramps, since ray tracers use real world physics it can produce accurate reflective/refractive glass and plastics. It's a technique very common is 3D gaming, less so today, but was all the rage prior to Global Illumination and advancements in GPU's that can handle caustics,reflection and refraction.
 
EDIT: as for whether its a render or VPX, you really need to know your stuff on VPX capabilities.. some things cannot be done in VPX, you need to know what that is.

This sure is a VPX render. However, the transparent ramp texture and the wireguides texture are not actually raytraced. I tried that (and it works like that for Diner), but it is heavily angle dependant. As soon as the tutorial gets approved for making the transparent ramp, you can see that the texture is completely artificial. I do use some 3d vector calculations but it is in fact an environment map wrapped around the primitive, with a trick to get the transparency/alpha just right.

#133 bjschneider93

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Posted 11 July 2017 - 01:05 PM

I can't wait for this one. Looks incredible

#134 toxie

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Posted 11 July 2017 - 02:28 PM

 

 

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again!

:D

 

He uses an external 3D modeler/rendered to generate proper texture maps for transparent ramps, since ray tracers use real world physics it can produce accurate reflective/refractive glass and plastics. It's a technique very common is 3D gaming, less so today, but was all the rage prior to Global Illumination and advancements in GPU's that can handle caustics,reflection and refraction.

 

EDIT: as for whether its a render or VPX, you really need to know your stuff on VPX capabilities.. some things cannot be done in VPX, you need to know what that is.

 

 

This just makes me laugh. VP is always reminding me its behind in graphics programming but kicking ass doing it.  Looks great.

 

It depends on how you look at it (the being behind part). Game engines support a lot of features, but usually one also needs a horde of trained artists to use them meaningfully and without everything falling apart when used in combination.

So, GI, reflection and refraction effects in game engines mostly need proper usage and assets, too, as not everything just magically works for all scenes you throw at them.

And this is not really an option for VP at the moment, given that the majority of VP authors are not graphics experts.

 

Of course, we always think about improving the rendering, and especially proper lighting would be the top priority (and this can also be implemented robustly without need for hacks), but this would then come at the price of not being able to tweak the (completely fake) built-in-lighting like it is the case now.



#135 flupper1

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Posted 11 July 2017 - 06:05 PM

Since the tutorial is in demand, I added the full text of the tutorial to the first post in the tutorial files page. I hope the official page gets approved soon, but any of you want to try to make these textures can now do so. All of you should be able to do the tutorial, even if you have no Blender experience. Let me know if that is not the case and what to fix/explain.

 

http://www.vpforums....&showfile=12965



#136 vanlion

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Posted 11 July 2017 - 08:19 PM

Nice work. Getting better and better

32.jpg


#137 jipeji16

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Posted 11 July 2017 - 09:42 PM

Very very nice work !!!!! Amazing ;) ;) ;)

JPJ



#138 Ben Logan

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Posted 12 July 2017 - 01:49 AM

Looking forward to viewing the tutorial! Thanks, Flupper.

#139 sifusun

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Posted 12 July 2017 - 08:30 PM

UNBELIEVABLE...!!!!        Best wishes and THX to all involved!!!! :) :)



#140 hanzoverfist

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Posted 12 July 2017 - 08:57 PM

nice tutorial flupper.


 

 

 

Wow, Flupper! Is the screenshot from VPX? Or did you render it with another program? If that's a VPX render you're raising the bar once again!

:D

 

He uses an external 3D modeler/rendered to generate proper texture maps for transparent ramps, since ray tracers use real world physics it can produce accurate reflective/refractive glass and plastics. It's a technique very common is 3D gaming, less so today, but was all the rage prior to Global Illumination and advancements in GPU's that can handle caustics,reflection and refraction.

 

EDIT: as for whether its a render or VPX, you really need to know your stuff on VPX capabilities.. some things cannot be done in VPX, you need to know what that is.

 

 

This just makes me laugh. VP is always reminding me its behind in graphics programming but kicking ass doing it.  Looks great.

 

Of course, we always think about improving the rendering, and especially proper lighting would be the top priority (and this can also be implemented robustly without need for hacks), but this would then come at the price of not being able to tweak the (completely fake) built-in-lighting like it is the case now.

 

 

I prefer how it renders right now.. I've used 3D engines like Cryengine/Lumberyard and every thing looks the same , unless of course you write your own shaders. That being said every thing has its place and whether or not anyone else agrees, VPX in it's current state is almost everything a pinball table author needs,and everything else can be scripted, so Visual pinball has matured very well on its long journey. when the day comes that all the tables have been re-created, then the either new or younger than me authors will need to invent new non-existent tables. And that is what the community should be looking forward to.


space-invader-wheel1_t.png