Screenshot of the week

Some updates on the Aeon PBR progress. As usual, the current shader comes first, then the PBR one.

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Some more screenshots: https://github.com/FAForever/fa/pull/4870 Note that the images there compare between before and after the pull request, there is no direct comparison with the current shaders that the game uses.

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@blackyps hello I use the latest version of FAF, but the shadow of my naval units on the sea is not like your screenshot, but the shadow is on the sea bottom. The map I used was concord lake, the original map of the game

the shadow is still at the bottom of the sea in my screenshots. But they are taken on a test map where I aligned the sun direction that the water uses with the sun direction that the terrain uses. For some reason they are separate. Doing this allows these sun reflections on the water, but basically all maps don't use this so far, so you don't see it on concord lake.

Comparison of the capabilites of the current terrain shader and the one that the map generator will use in the future.
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Are we playing the same game?

"Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

See all my projects:

@blackyps It looks great. Will this change improve existing maps?

No, the changes are too unpredictable to apply them automatically. It will however be possible to convert existing maps. In the best case the effort for this is rather low, in a worse case it requires some tweaking of the map, which is easy in principle, but we still have to develop the tools to be able to do it easily. That's why we are searching for someone with unity experience as mentioned here: https://forum.faforever.com/topic/6881/call-for-volunteer-map-editor-development-in-unity