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Totan VPX full graphics rebuild WIP
Started By
flupper1
, Sep 08 2018 07:15 PM
328 replies to this topic
#146
Posted 08 February 2019 - 10:40 PM
The end result in VPX (also with prerendered insert light reflection effect):
And a short video showing the fading light effects in VPX as well (eyes and insert light reflection):
WOW! I am in awe.
#147
Posted 10 February 2019 - 11:17 AM
It has been some time, so here is an update:
I have been working a lot of time on the materials, hard to show that piece by piece. I did adjust some models, for instance I added a lot of playfield holes, since that adds realism. I think I am getting at the limit of what I can get out of the materials, this is the current result:
Rendered resolution is 5140x5000 pixels, denoised with the nvidia denoiser (see earlier post of where I found that); rendertime is one hour and after denoising I resized to 50% since the nvidia denoiser blurs a little bit:
Final renders for VPX will have to be at 8k resolution and then resized to 4k.
To give some perspective how modelling and rendering works in Blender, I will explain something I always wondered about before I got into Blender modelling: how does the guy get that many polygons into his model?
If you look at the wireframe view of the scene in the screenshot above, it looks like this; at the top it says around 6 million triangles for the whole scene:
But I did not model 6M triangles fortunately. In reality it is less than 200k triangles:
All the detailed triangled are mainly generated by a so called subsurf modifier on many models, which adds extra triangles for making smoother models. Lighting looks off/not realistic if you do not use this.
And even that is an inflated number. If you look at the ramp for instance, I made that rougly in this way:
- I exported the VPX ramp of Jpsalas to blender
- I removed all the sides, so you only have left the ramp bottom, and made that a smooth surface, all connected
- everything after that are 3d operations in Blender like extrude (which creates new side surfaces up from the ramp bottom)
- after that modifiers are added which make the ramp have a smooth transition from bottom to sides (bevel modifier), thickness (solidify modifier), sharp edges (bevel modifier) and finally ramp up the triangle count for nice rendering (subsurf modifier)
So I modelled only a couple of hundreds of faces (in fact the base for that done by JP), with some 3d work upped that to 3600 triangles and with some modifiers get it up to 2M triangles.
I expect the number of triangles to be around 100-200k to be when I get all of this working in VPX.
Next steps now for me are:
- reorganise the blender file, combining objects which will be one object in VPX; there are a lot of transparent layers in Totan, so this will be challenging
- perspectively correct the blender camera view to the same view as in VPX
- render and export to VPX (objects and textures)
And all of this for different lighting stages (dimming GI), flashers on/off, maybe even some playfield inserts on/off reflections.
Somebody will surely ask: what's the ETA? Answer: I do not know, my other tables all took about a year...
#149
Posted 10 February 2019 - 11:51 AM
I'm running out of jaws to pickup....... just stunned on how much realism is build into this table. And i always LOVE the explanations you give us with each new graphics wizardly you put into your tables. We as end-users wouldn't have known the expertise and time that goes into building these masterpieces !
I'm truly in awe !
Gone fishin', no really.......
My F14 Cab http://www.vpforums....showtopic=21820
My Coffee Table http://www.vpforums....topic=25407&hl=
My Jukebox WIP http://www.vpforums....topic=23825&hl=
#153
Posted 10 February 2019 - 02:38 PM
WOW!
#160
Posted 11 February 2019 - 12:37 PM
This is where the Emulation meets the unbelievable Realism ! I am shocked - Congratulation Flupper ![]()
It is also for bord's PB ( WIP ) and Knorr's CV ( WIP ) and also wrd's FH - amazing ^ 1000 !
Edited by STAT, 11 February 2019 - 12:39 PM.



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