FansOfAll
Lazy Duchess
Lazy Duchess

patreon


WIP Log - Sims 3 Shaders 2

Hi!

Just wanted to share another sneak peek at the work I've done with shaders.


First off is a new glass shader: New one is on the right, original TS3 shader on the left. 

The new shader has a neat refraction on the edges, relative to the angle you're looking at it from. The borders are also more opaque which IMO makes it a lot more convincing, and finally it slightly blurs what's behind it.


Second is just an experiment, a custom ghost shader made from scratch. I was kinda playing around, seeing what I could do completely from scratch, and I think the result looks kinda cool. It also heavily blurs what's behind the Sim, giving it a cool white glow on the upper body with longer hairstyles.


By the way, do let me know if there's anything you would like to see shader-wise, or any questions you might have :)

WIP Log - Sims 3 Shaders 2 WIP Log - Sims 3 Shaders 2 WIP Log - Sims 3 Shaders 2

Comments

As Anime said up there, the lighting issue, if it were possible to solve it, would be revolutionary! Mainly in the light break in the change of floors. I once suggested, and I know it's difficult, but diffused shadows would work really well to make ts3 even more visually appealing.

Boring Bones Tv

The shaders are getting amazing! I loved the refraction in the glass. I have two suggestions, the first related to the Sims. The Sims in the Ts3 beta CAS seemed to have a lot more depth. I even managed to rescue and improve the Skin from that period but this is still not enough for us to have the same look as we had at that time, as there was a much more advanced shading (apparently) so the suggestion would be to incorporate that type of shading if possible to the game. Related to glass, do you think it is possible in the future to bring more detail to the windows? How was there before Ts3 World Adventure? I remember the reflections in the window being much more intense, which was great. And if I could make lakes as reflective as the ocean (as it was in beta) that would be INSANELY awesome! By the way, what you did with the ghost turned out great, it really looks like a ghost now haha

Boring Bones Tv

I just checked in 1.67 steam and you are correct! https://www.youtube.com/watch?v=stpTFMro8So I could had sworn it was missing or broken, I did notice that in newer version the light mapping does show up as a preview when going to place lights after a while. Unlike in the release version where the light map never appears until the light is placed. I Must had mistaken the light maps for the lighting effect or something sorry about that. I also forgot to mention would this tree/plant bug be shaders related issues? I have a hunch its to do with scripting or code related since it happens only if there are basements or pools present on the lots. the trees i think somehow are on the wrong level and have strange lighting until replaced. 1) https://www.youtube.com/watch?v=vOOUa8wrz68&feature=youtu.be 2) https://www.youtube.com/watch?v=GQUVp5X9Y4k

Anime_Boom

Soo I checked the shrubbery, and in my 1.69 game the lighting reacts exactly the same as it does in your video

Lazy Duchess

Had a hunch the multi story stuff was tied to the light maps and not the shader. Thanks again for everything!! :)

Anime_Boom

Hi! Thank you so much <3! I think the edges of lots during winter could be made less noticeable, not fixed completely as it's like that because of how the lots work in the game fundamentally, but I think it could be faded or blurred out to hide it better. Shrubbery and flower lighting also sounds fixable, will have to check it out. For the multi-story lighting, it gets tough there. I don't think the GPU is involved in lightmapping in TS3, the issue is likely on the game engine/binary code, therefore not easily fixable.

Lazy Duchess

WOW that glass material looks AMAZING with new new shader! So much better and really liking the test ghost shader too! I did have some questions about lighting in game with the games shaders. Is it possible to re-enable the multi-story light lighting the base game had on release? they disabled (or broke) it in the world adventures patch/pack. Maybe basements had something to do with it? Funny enough imposter/low detailed unloaded lots still show the correct multi story lighting. Also During the night time in winter with thick snow coverage, you can see the edges of lots if there are any lighting objects around creating ugly outlines of lots. I feel this is to do with how the base game handles lights and when they are placed near the edge of the lot the lighting cuts off on said edge. I guess its more noticeable in the winter with snow. The smaller shrubbery and flowers also used to react to light sources but was also removed (or broken) in the world adventures patch/pack. I actually recorded a video a while back on the release disk version showing how the lighting interacts with the smaller shrubs, bushes and flowers. https://www.youtube.com/watch?v=SqvWJlYaXkg Thanks as always for all the amazing work you do to bring sims 2 and 3 to be more modern and fixed! :)

Anime_Boom


More Creators