[Patch] Specular Highlight

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Re: [Patch] Specular Highlight

Postby HarryTuttle » Mon Aug 07, 2017 1:17 pm

When working with flat polys I used mainly the first running demo of Harley and some particular case of the first car demo in Le Mans 24. The latter It's not perfect, see below:

(left: Model 3, right: Supermodel)
lm3.jpeg
lm3.jpeg (228.49 KiB) Viewed 658 times

look to the rear spoiler, on the original hw the highlight suddenly disappears at some angles instead of fading out like in my solution. Also the front one is darker on original hw and while being flat is marked as smooth poly so inherits the same parameters as the rest of the car.

Harley's surrounding buildings:
h2.jpeg
h2.jpeg (207.7 KiB) Viewed 658 times

h3.jpeg
h3.jpeg (222.26 KiB) Viewed 658 times

Please note that on original hw the flat poly highlight is brighter if the poly is parallel to the camera plane (i.e. it's face normal perpendicular to it) and fades out a little when changing angle. I tried to emulate that effect with the help of the Blinn-Phong solution. Check Abe's Harley direct capture as reference.
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Sat Nov 04, 2017 2:13 pm

Updated Patch for r675:

- Further improved specular coefficients for more arcade-like accuracy.
- Experimental 256-level posterization applied to specular shading. It's subtle in many games, but it's really evident in Harley as seen in Abe's video; it doesn't seem like a compression codec artifact.
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Sun Nov 05, 2017 4:08 pm

Ian, have you tried the new patch? What do you think? The differences are more marked in LeMans 24, Scud and Daytona 2.

Specular on flat polygons is still wrong, but I'm working on that.
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Re: [Patch] Specular Highlight

Postby Ian » Sun Nov 05, 2017 4:42 pm

I haven't tried it yet Harry. I haven't done much work on specular really, apart from my very early attempts, so I don't really have any good test cases :)
it's on the to do list though :)
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Re: [Patch] Specular Highlight

Postby YoYo09 » Mon Nov 06, 2017 10:17 pm

Harry, Ian.

Reflection of the previous post is weak (Fighting Vipers Grace character victory pose)
I wonder if it has been fixed in the new patch.

And the reflection comparison is a more obvious save file.
Difference of reflection on chest

https://drive.google.com/file/d/1EOMOUH ... sp=sharing
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Re: [Patch] Specular Highlight

Postby Ian » Tue Nov 07, 2017 2:14 am

Yoyo,
can you post some comparison screenshots? :) Thanks
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Re: [Patch] Specular Highlight

Postby YoYo09 » Tue Nov 07, 2017 3:33 am

Ian wrote:Yoyo,
can you post some comparison screenshots? :) Thanks


r674 and r677 reflection comparison
Compared with the r674 version, it makes a big difference.
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r677.JPG
R677 Weak reflection
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r674.JPG
R674 Normal
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Re: [Patch] Specular Highlight

Postby Ian » Tue Nov 07, 2017 4:08 am

What does the original hardware look like?
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Wed Nov 08, 2017 3:44 am

YoYo09 wrote:Compared with the r674 version, it makes a big difference.


As Ian said a high quality arcade screenshots could be useful but it seems there's none around.

That said I'd bet the correct one appears to be r677, not only because visually seems more appropriate for a skin "reflection" (it's not made of steel :) ), but most importantly because from r675 Supermodel sends polygon header properties to shaders (almost) the right way due to some changes in polygon caching.

For example: in LeMans 24, compared with arcade direct video-captures, cars reflection are now much more correct.
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Re: [Patch] Specular Highlight

Postby model123 » Wed Nov 08, 2017 6:29 am

Hello

I found an image of Fighting Vipers 2 from a scanned image of a magazine

Because stage and lighting are not the same, it will not be a perfect comparison
But the new revision seems to be similar

Image
http://segaretro.org/index.php?title=File%3ASSM_JP_19980619_1998-19.pdf&page=151

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