pack dx11 MRE
Credits: vux for helping in plugins and shaders, unc for a different SSAO technique | http://adaptivesamples.com/ for great HDR spheremaps, http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406, The Droid girl model: http://www.cgtrader.com/3d-models/character-people/sci-fi/droid-girl
WARNING! THIS IS A RESOURCE HOG! I'M NOT RESPONSIBLE FOR ANY MOLTEN LAPTOPS!
The great overhaul to mre.mdmod.2 is now here and it's called Emeshe now (for vague reasons)
Lighting / Global Illumination
Forward rendering part
Your folder structure should look like:
Read more info and somewhat proper docs here: https://github.com/microdee/Emeshe/blob/master/README.md
prezi for NODE15 workshop: http://prezi.com/n3gvyzo9szrw
please report issues here: https://github.com/microdee/Emeshe/issues
wow. massive work! well done.
Bloody hell you've been busy :D
Oh Dude! I was just about to go to bed (it's like 3am here) You're killing me!
This looks SWEET.
discovered an absence in DeferredProperties.fx which is StructuredBuffer<sDeferredBase> InstancedParams is completely left out. meaning there's no "per-fake-instance" transformation in shadow and other auxiliary passes. i will upload a hotfix later this week.
Thanks very much for the great looking contribution.
I'm still finding my feet with VVVV. Can you please explain what you mean by:
add to your packs folder
requires the DX11 release for beta31 or above.
that means you have to place the contents of this archive in a folder called "packs" in your vvvv folder
requires this DX11 release: sites/default/files/uploads/vvvv-packs-dx11-b31-x86_0.zip or any further dx11 releases. which again you have to put in your packs folder.
Great - thanks microdee! Super work ...
breathtaking! thanks for the good work
One question. What do you think are the major performance bottlenecks right now?
Propably you have the best oberview ~
@tekcor: currently the most problematic is the 7 rendertargets which i'm planning to reduce in the future because currently it requires a very fast fill rate from the videocard. and i'm pretty sure there are plenty of ways to optimize the current phong lighting or their corresponding shadows too.
thank you for this, sublime stuff, do you have any idea why this freezes vvvv on my new machine?
@matka: i have no idea unfortunately but i've already managed to decimate the performance it requires. maybe that will help. i'm going to update soon.
thank you for the enormous work md!
one think i want to know - which shadow filtering algorithm are you using - is it VSM or another one?
i'm going to take the shadows alone and optimize them, and hope to make separate contribution, it may be very useful. any advice for optimizing?
@matka: from time to time i have my laptop frozen because of preview(dx11.texture).
maybe same at yours
@ain: well the shadow "softening" is really simple: lookup the shadowmap from different directions and then blend them together. separate directions are generated based on a dynamicbuffer sample offset. also the shadows are not really correct because for avoiding artifacts i needed to implement a "transition" between not shaded and fully shaded based on the difference between the shadowmap position and the actual position
@microdee: haven't you tried this method http://http.developer.nvidia.com/GPUGems3/gpugems3_ch08.html ?
what is you opinion on this article?
i m dreaming about making nice and easy to use shadow module
@ain: hmm i will look into that. if i find out how to implement it i will do something but i'm very curious what you come up with ;)
wow now its running smooooth..
I discovered missing Sampler node when I open it with the 64bit beta31
But seems to work anyway :)
great improvement, thank you microdee!!
is the dof example working for others?
Is just blurred all the time for me
@mrboni: do you have an ati card? because it didn't work for my college as well with an ati card for some reason we suspected there's something wrong with autofocus. i will look into that tomorrow
Did seem like an issue with the autofocus
Thanks and well done!
Autofocus texture out seems to no want to connect to anything for me, ATI
Also in the MRE subpatch it looks like its still using 7 slices, is that right?
Been trying to get particles working in the MRE environment, but I haven't figured it out yet, I get lots of meshes, but they distort the models somehow, any clues?
Just tried 2.1 with beta31.2 and both in MRE and DeferredBase, the node Sampler (DX11 Advanced) is red and appears to be missing. Anyone know where to get this from or why it is missing??
amazing collection it is !!!
sampler node not working here (ati mobility 5470 hehe), microdee for president
interesting which dx11 do you use?
Beautiful work. I'd really like to use this, but I'm getting a load of errors thrown in the TTY window, such as: "ERR : System.DivideByZeroException in VVVV.Utils: Attempted to divide by zero."
Is this a bug, an installation problem, or none of the above? Happens in both beta31 and beta31.2...
yep that is the ugly framedelayed texture probably in DeferredBase or any other places i used it. until i won't upload an update just replace it with the official framedelay. or just disable exceptions. apparently i forgot to avoid a zero or a nil somewhere. you can dig it up in FrameDelay (DX11.Texture2D Ugly)
@graphicuserinterface and @microdee:
apparently its a small bug in the DX11 for 64bit release according to @vux. I didn't even realize there was an update for it. Just installed it and it runs without red nodes now using the latest update from 4th december 2013 :)
It was really hard to find that DX11 contribution again btw. Tag filtering doesn't work at all when you search. Here is hoping for a better vvvv website one day..
So here is the link again: directx11-nodes-alpha
problems under vvvv 45beta33 seems material server doesn't work
i haven't even opened beta33 yet but i will look at it as soon as I'll have time
i just did, does the same, material server red
i've just tried that and still no luck, guess I'm doing something wrong with dx11-vvvv, i placed the dx11-vvvv folder to packs, is that correct or what you mean by compile?
by compile i meant opening dx11-vvvv.sln in visual studio (express) set target arcitectures to your desires (x86/x64, note: in x64 you have to copy the x64 slimdx dll's from dependencies to feraltic/dependencies) and press the build button, copy the resulting dll's to your packs folder (visual studio already does the packs\dx11\things folder structure for you)
also can you enable Exception Dialogs ("ExceptionDialogs ON | OFF" in the bottom-right middle click menu) and if it throws an error in a simple scenario (so not in an entire project) can you copy that here?
do you need the latest Visual studio?
yeah that's recommended
hi! i am experimenting with mrmod (point light scene in particular), and i have few questions,
1. what is this SSAO artefact, i was tweaking all the options, did not found anything that affects it, that white rim on the left side
2. the shape of point lights is tied to aspect ratio of render, i was trying to fix it but if i fix the aspect ratio of the light it will break aspec ratios of geometry
you can see on the first image that the light shape is oval, not circle
3. is it possible to work with transparency in mmrmod? to have objects dissapear with fading SSAO effect (i am building interface so i want to have possibility to work with transparency)
i know about both issues.
2: that is not the only strange part with point and spot lights but probably i won't bother with that until i completely rewrite the lighting system to something different than phong (i hope i will be able to implement some sort of fake BRDF method.
1: i'm not sure about the origin of that, maybe it has something to do with the post-process normal reconstruction. use unc's method so maybe you can trade the edge artifact for noise (the SSAO module).
about transparency: it is nearly impossible inside a deferred pipeline to do practical transparency (mre.mdmod does not support it at all) what people usually do is they have a separate depth tested rendertarget for transparent objects which they blend over to the deferred pipeline after all the lighting, shadowing and whatnot. if you want to apply lighting on transparent objects too you have 2 options:
1: have separate instances of mre for each layer and blend the deferred results of the them together at some point in your post processing. this will give you nice results but pretty slow (see glass example of girlpower)
2: create separate mre rendertargets and merge their depth together so all mre targets will form a single set of channels so the lighting only calculated once but only the layer passed your merging logic will be affected by lighting. this is currently not available out of the box from contributions but it's on github: https://github.com/microdee/Emeshe
3: in worst case scenario if you don't know about how many layers you'll have and all those layers build up a complex opacity scene you have to solve the order independent transparency problem which is still a huge thing to implemebt into complex systems.
side note is that if you're building an interface over your 3D world i'd strongly recommend doing it in a separate rendertarget
thanks for reply, i actually want to build interface inside 3d (so it will interact with SSAO etc., this was one of solutions i have been looking into but its way too complicated to implement right now, so i just leave it for experimentation and visuals :3
i am actually trying to do this thing in unity, dx11 and dx9 vvvv, to see how things are :3, ah if one day unity would meet with vvvv somewhere in the middle, that would be awesome
another question, why is diffuse phong without specular turned up dependent on camera view? It creates a kind of specular light effect, it could be managed by some tweaking of attenuation but it is present nevertheless
yes that's what i mentioned is about to be rewritten. i'm currently developing a project which needs steadier lights than what we have currently so a solution will be on github this month
ah ok, thanks
Thanks for sharing!
A few issues though - lots of red nodes linking to copies in other local folders, missing assets, and dependency on cv image pack (do you have an x64 build of this?)
i had to split the contribution in 2 files because the assets were exceeding 150 mb. so if you have missing assets you probably didn't downloaded them from the google drive link.
for red nodes sorry if some doesn't have the correct paths in girlpower, vvvv needs a tool for node path management.
CV image is only needed for opening hdr image formats (the environment maps) so it's not mandatory.
+1 '...vvvv needs a tool for node path management.'
Hmmmm. I have problems with pretty much all the patches. They all look so strange. There are no red nodes, but... I don't think it's supposed to look like this?
The name of the patch says "Box-Skulls-Shadows", but there are no shadows. And some of the other patches look horrible - all gray, only SSAO working...
@letoast: try on x64, i still didn't have time to debug it on x86
@microdee: Oh lord! Found out what was wrong! The nodes from the VObjects pack were referencing the x64 nodes instead of the x86 ones(probably because I'm running a x64 system). I just deleted the "x64" folder from "\packs\VObjects\nodes\plugins" and now everything is working fine!
Didn't know where to post this, but I created the simplest scene using Emeshe. It's for everyone out there who don't know what anything is and finds it hard to navigate through the relatively messy examples in Emeshe's girlpower. It's a scene with a sphere, a grid, a sunlight and a spotlight with shadows. I tried organizing it the best I could. I think a basic thing like this should always be included. It took me quite some time to figure out what is what and reverse engineer the examples in Emeshe's girlpower. I know Emeshe is capable of doing a lot more than this, but you have to start somewhere and the start should be very simple. I hope people find it useful:
nice! I may include this in girlpower if you don't mind. sorry about being a little bit messy in the help patches but Emeshe is a pretty complicated system, i haven't bothered to do a thorough documentation yet on every nodes and capabilities. for system overview and pipelines there's the README.md on github or the prezi for NODE15 workshop
No problem, man, you do what you need to in order to better Emeshe. If I had the programming knowledge for shaders, I'd also contribute to that. Well I've decided to start learning HLSL, so hopefully, I'll be able to port some things, if I can. A smart way to go when it comes to shading/materials, is what Unreal Engine is going for now - physically based materials. I realize that it's probably very hard to implement, but it would be best to give people only a few parameters when it comes to shading, which are also easy to understand - Base Color, Roughness, Metallic and Specular. I guess you need screen space reflections to be able to achieve this. I don't know if you have already checked this, but the Unreal Engine is now free for everyone, which means they're also giving out their source code for free(https://www.unrealengine.com/blog/ue4-is-free), which means all of their shaders are on github and you can check them out. Just a suggestion there.
In any case, I will be uploading more scenes as I try to make more stuff and of course it's free for you to use/integrate/whatever :D. I'd just like to thank you for your work on Emeshe!
yeah UE4 actually has a much more complicated material system than emeshe. Emeshe is still far away from PBR but it works for me most of the time. I was subscribing to UE4 before they went open-source, and I already checked their shaders but there's about 1000-1500 files in a single folder without any sort of categorisation and the only clue was most of the time the file name. unfortunately I don't have the willpower to check them and study them all. Also UE4 generates shaders dynamically for their forward rendering and i have no idea how they deal with their deferred rendering.
Hey, I found an issue with the "Camera (Transform Microdee)" node where a divide by zero bug was causing similar problems to what letoast was experiencing. Went in and fixed it so that the divide node couldn't receive zero anymore, and it seemed to fix things.
Just a heads up.
Hey fellas :)
I have a question about Emeshe. It might be me or something but ...
Should we ditch the contrib version and go for the latest via GitHub and also should we go for 64bit instead of 32 bit ?
I ask because I tried following the tutorials but half the nodes used there are non existent in the Contrib and mostly whatever I download is full of red or missing nodes ...
Please clarify as I am on the border of pulling my hair out :P
i clarify: be brave go for github ;)
I'll edit the contrib accordingly. Also I'm thinking about a different custom distribution for my packs as they are tightly connected.
I followed the steps from your github page but there seems to be a problem with VObjects : all nodes are red and some don't even seem to exist anymore. I tried with both branches but I get nothing.
Saw you were working on VObject recently, should we wait for an update ?
oh yes there were a breaking change ditched primitive-objects and currently developing a typeless solution. this however broke everything which i haven't conformed yet to the new vobjects. use vobjects from this point: https://github.com/microdee/VObjects/tree/185d50dbb93e49f65ee3612c25f28b967c7fc2d4
also i think emeshe will go through a big overhaul in the near future, be prepared for emeshe 3 ;)
yay, i'll try that, thanks for the info :)
Does anyone by any chance have compiled version of dx11 pack suitable for Emeshe and willing to share it with me ?
it should work with latest contrib dx11 but if it doesn't then:
clone / zip download https://github.com/mrvux/dx11-vvvv, clone / zip download dx11 submodules (feraltic and girlpower), download VS 2013 https://go.microsoft.com/fwlink/?LinkId=532495&clcid=0x409 community, install it (it can take a while) open dx11 solution, set desired architecture (x86/x64) under Build -> Build Configuration, also set "Release" mode then Build -> Build Solution, in file explorer navigate to %dx11 source folder%\Deploy\Release\x64\packs and copy dx11 folder to your vvvv packs.
guys, this all appears great, but ive been trying to get this to work for days..!
ive built a pretty rudimentary render engine using dx9 including ssao and dof, but ideally i kinda need all your lovely bells and whistles! :)
when i run this there appears to be various calls to various nodes that i dont appear to have. i have downloaded the vobjects suggested recently by microdee, but i'm still struggling to locate the microdee camera, amongst other things! i'm guessing in my case however the camera is the key ingredient that will actually begin to show me some kind of result..?
my file structure is shown in the attached picture. any help is greatly appreciated!
48 hours and numerous of compiles of a lot of things i came to the conclusion that i just suck at this.
Did a lot of tests and it turned out DX11 Pack that is currently in the contributions is OK.
Tried fixing red nodes wherever i can and i arrived to this:
Had to change Message pack to v2.0 instead of the latest V2.1 .
Most of the problems and red nodes are coming from VObjects. Tested the one in contributions but it seems to be 32bit only. Tested the one from the Git point pointed at by Microdee, the latest and the old one in contrib. Still red nodes all over.
Sometimes the .ddl files it is searching for are there but it simply wont load them.
As far as i can tel Image-pack for reading HDRs and so on is a no go on 64bit vvvv, and Emehse does not run on 32bit vvvv...
I am confused ... Am i doing it wrong?
I know i sound a bit whiney but compiling is not that easy for a noobie that is just toying around with stuff.
i know currently emeshe is a pile of mess I'm thinking abou a refactoring and a c# rewrite so it won't depend on vobjects that much, until that happens i can send a packs folder which is working for me.
full ack, stuck as well with missing vobjects - would be very happy about a working as well!
sorry about delays here it is: https://drive.google.com/open?id=0B7sRd-KLPZCick9fUUcxbmxPUTg
vvvv 34.103 x64 alpha only
Will this work with 34.1 beta? I can't figure out the versioning of the alpha builds :(.
@pechart: No beta, latest alpha is good (first in the list). The current beta is getting pretty old now and lot's of things were changed, added to plugin interfaces since then.
@pechart: CV image pack is not important. here are the panoramas in dds format so FileTexture can read it https://drive.google.com/open?id=0Bx5XG2EkV5tbSmUwX3BFcmV4S2s
well, if you are using the latest modules from microdee and emeshe 2.2.1, dont even bother with girlpower because it is broken all over, i have a version of emeshe running that works but it took lots of tweaking and help from microdee, i can send you some basic patch that works for me, but i am also running quite a slimmer version without reflections etc., if you want to work with it, you have to be brave
Anyone have a working example with microdee's ecosystem pack? It would be great because it's look too complicated without working girlpower to understand how it's works.
I think I am giving up on ever getting this to work. Tried everything suggested in the comments, but impossible to get it running. Such a shame as it looks awesome! Still red nodes everywhere.
Just went through the prezi as well and it has everything I could ask for (especially ambient occlusion, dof and shadows).
Is there really no way to get a working version of this somehow? Or do we have to wait for Emeshe 3 and hope its easier to run?
there's a spout plugin for UE4 meanwhile until Emeshe 3 is coming (and tbph there's less and less number of interest about why vvvv needs such a graphics engine anyway when in all the alternatives it is solved for ages now waaaay much more elegantly than I ever could do it in vvvv)
@bjoern: still see lots of red nodes. some modules like cooktorrence or stuff from image pack just need to relink but some files are completely missing like camera (microdee) and lots of little stuff from mp.essentials for example.
Forgot about the camera, doubleclick it and replace it with one camera of your liking. Don't know about the little stuff I just poked around a bit and my laptop got too hot. You seem to know what's missing, maybe just add it and re-upload ;)
yes sure the camera is no dealbreaker, but the other little stuff (customenum, nodepath for example) is outdated and missing in the current packs of microdee. maybe one can find them by getting back in time in the repositories at github. so no easy way to just add them :(
customenum and nodepath is still in freshest mp.essentials without any change. don't use mcropack that's deprecated
@microdee,thank you, I think I will check out the UE4 plugin. I've been using UE4 a bit and its pretty fun. UE4 also has integration with fabric engine, so if I could harness the combined power of Fabric (super fast 3D operations), vvvv (interoperability) and UE4 (rendering), that would be pretty awesome.
In the meantime I found some nice DX11 DOF and SSAO in the contributions, that I finally got working after some tinkering. Combined with Superphong it looks pretty good in 4K on a 55" LCD and super smooth with a few hundred instances.
@seltzdesign: an SSLAO is available in mp.dx too standalone
@microdee: right, somehow could not find it. just right after compiling new from github i have seen it was sitting there already;) got rid of all red nodes so far but still troubles. There is some mismatch with include paths to mp.fxh folder and shaders not working but also vvvv not complaining whats wrong :(
just a half baked shot from girlpower: droid-environment-renderer
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