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Posted (edited)

Small update!

 

The left ramp is now done. I've decided to remodel it because there are quite some details that weren't in any of the existing models. I've also been dabbing into Substance Designer for those rivets you see in the top view. I could finally just stamp them onto the surface and modify some parameters to make them more random, which was very cool.

 

image.thumb.png.92fcbea1e0541d9435d91b8c7c4ba9e4.png

 

I've also added the entry signs for both ramps and the lever of the micro switch animates correctly with the attached gate.

 

 

 

Some more shots:

 

image.thumb.png.aef793005de810c9ec59ec246fd18baa.png

 

image.thumb.png.34f588c25fc91ffba437916018dd7b57.png

 

image.thumb.png.1e60934f8b80581e7064b847af825429.png

 

And the whole table in its current state:

 

image.thumb.png.33bb12e5b1e9e3d978518b4f103421f3.png

 

Next up is probably the GI, but I want to first publish the new asset lib, so VPE is in a usable state again...

 

Cheers!

 

 

Edited by freezy
Posted

I made this account specifically to boost excitement for Freezy's WIP updates, pictures, and videos, hoping to keep him motivated to continue sharing..! Keep up the good work Freezy, it looks terrific...

Posted

I know I sound like a broken record now but the wear and tear textures just takes this to a next level of realism… the wear on the bottom of the metal ramp from the ball, the bit of rust, the smudges on the AI Lab plastic (at least that’s what I think it is watching the video from my phone). You can actually tell the metal ramp is assembled from multiple parts and slotted into the grooves (not sure if that detail exists on the T2 VPX table.)

 

I’m not saying these methods aren’t being used on VPX tables (they are) but not to this level. Maybe the camera panning around and the ray-traced reflections helps show it off… amazing work.

Posted

Yeah, in terms of authoring, the two biggest contributors to realism IMO are beveled edges through normal maps and the wear and tear. The reflections are screen space BTW, I don't think there are any RTX features turned on in any of the clips.

Posted

This all look very amazing.

 

How's this new engine running on AMD cards? Will it continue to be the better choice to go with Nvidia cards, or will it not really matter anymore?

Posted

I don't know, I don't have an AMD card. That's kind of Unity's business, so I'm counting on them to handle this correctly, although I know that @iaakki noticed discrepancies between the two manufacturers. I guess we'll find out after the first published build. ;)

Posted
5 hours ago, freezy said:

Yeah, in terms of authoring, the two biggest contributors to realism IMO are beveled edges through normal maps and the wear and tear. The reflections are screen space BTW, I don't think there are any RTX features turned on in any of the clips.

Yep the uncanny valley relates to pinball just as much as it does to humans.... a little patina goes a long way to taking something that may look great... to something that looks like reality. It's an imperfect world after all.

  • 2 months later...
  • 3 months later...
Posted

Hope this project is still ongoing and making progress, the detail of the Terminator table with VPE is out of this world.
Can't nearly believe how realistic this looks, dreaming of how amazing this could make some of the greatest tables like GNR, MM, and others look once we can start playing around with VPE.

Any progress updates avalable for the VPE project?

Posted

Yup, I've aligned the PinMAME wrapper with the latest features last week and currently I'm implementing a tighter loop between physics, PinMAME and input polling in order to reduce input latency. Will keep you posted in the other thread when it's working.

  • 2 months later...
Posted

Okay, as promised, a short clip of the GI bulbs in action. Just turned them on and off manually. There's neither SSGI nor RTGI enabled, because it took too much of a performance hit.

 

 

  • 2 weeks later...
Posted

Will there also be a 3d option/work with reislader?  Im just discovering the 3d glasses and althought not perfect, it gives something extra's to playing on a cabinet

Posted

With the anaglyph trioviz green magenta glasses. I know its not perfect, the colors become mostly yellow and blue, but the effect is great. Except on transparant things, then the layer under the transparant ramp sticks on the transparant ramp. I dont know if this will be different/ better with vpe. 

Posted

If there only was a way to use real 3d (like Side by side) on a 4k monitor. Then you get all the colors. But i read that this is not possible. Because your 3d model of vpe looks soo realistic, this would be great to use with real 3d. I know that VR is the best, but i have a cab with al lot of leds, flashers and a real dmd that i also want to see when i'm playing

Posted

Are you planning to take this converting 3d options (sbs, anaglyph) into vpe? And if only someone knows how to convert (hardware, software??) this sbs video so you can watch this with active 3d glasses. I believe this will be a major step into playing vpinball, then you play it 3d like a real cab, on a real cab. Or is this option already avaliable?

 

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