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Increase normal map Sobel strength and POM scale for character models
Hand-painted weapon/armor textures have baked-in lighting that produces low-contrast gradients in the Sobel filter. Bump strength from 2.0 to 5.0 to extract visible surface detail. Also increase POM scale from 0.03 to 0.06 since character models are small with dense UVs where the WMO-tuned 0.03 was barely perceptible.
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1 changed files with 5 additions and 3 deletions
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@ -447,7 +447,9 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
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}
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// Step 2: Sobel 3x3 → normal map (crisp detail from original, blurred for POM alpha)
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const float strength = 2.0f;
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// Higher strength than WMO (2.0) because character/weapon textures are hand-painted
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// with baked-in lighting that produces low-contrast gradients in the Sobel filter.
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const float strength = 5.0f;
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std::vector<uint8_t> output(totalPixels * 4);
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auto sampleH = [&](int x, int y) -> float {
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@ -2024,7 +2026,7 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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matData.specularIntensity = 0.5f;
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matData.enableNormalMap = normalMappingEnabled_ ? 1 : 0;
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matData.enablePOM = pomEnabled_ ? 1 : 0;
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matData.pomScale = 0.03f;
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matData.pomScale = 0.06f;
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matData.pomMaxSamples = pomSamples;
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matData.heightMapVariance = batchHeightVariance;
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matData.normalMapStrength = normalMapStrength_;
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@ -2119,7 +2121,7 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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matData.specularIntensity = 0.5f;
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matData.enableNormalMap = normalMappingEnabled_ ? 1 : 0;
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matData.enablePOM = pomEnabled_ ? 1 : 0;
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matData.pomScale = 0.03f;
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matData.pomScale = 0.06f;
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matData.pomMaxSamples = pomSamples2;
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matData.heightMapVariance = 0.0f;
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matData.normalMapStrength = normalMapStrength_;
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