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ModLab Download]

Updated: Mar 26, 2020





















































About This Software Modlab is not an image editor. ModLab is a free tool that can generate normal maps in a realtime deferred rendering environment. It was initially created as an asset previewing and mastering tool for the game Wayward Terran Frontier which means it stands out among other content creation utility programs by featuring a full hardware rendering pipeline for previewing results in realtime.Modlab can generate high quality normal maps without 3d geometry.ModLab is completely free but you can support development at https://www.patreon.com/user?u=7785848.The Modlab project has 3 core goals.To provide entry level graphic designers an alternative way to create difficult assets such as normal maps and specular/roughness maps.To provide professional graphic designers an ideal environment for fine tuning their art and exporting ready-to-ship assets.To serve as a test bed for new experimental content generation techniques and algorithms. i.e. cool stuff we want to play around with. Depending on reception and feedback Modlab may grow to become much much more. We would like to continue developing Modlab in coordination with the community. Our goal is to have the product remain free and supported by donations, and we will be hosting community polls to decide the direction of future development. Features such as procedural backdrop generation, support for other rendering and post-processing pipes such as Unity or Unreal, and 3d model previews of assets are all on the table.Key features:Generate a normal map from a diffuse map using advanced image processing and analytic techniquesGenerate detailed normal maps from height mapsCombine normal maps with custom blending parametersCreate a horizontal profile for a normal map using the curve editorClean up and sharpen existing normal maps with Bilateral filteringGenerate roughness/specularity mapsFine tune the intensity of emission mapsRealtime preview with settings for dominant, ambient, and point light sources 7aa9394dea Title: ModLabGenre: UtilitiesDeveloper:Reason Generator Inc.Publisher:Reason Generator Inc. Release Date: 15 Feb, 2018 ModLab Download] Patch 1.2.2: So, software was originally designed mainly for sprites but over time it grew into very powerful texture processing tool, used by almost 8 000 developers and modders. One of issue that came up from original design is interpolation around edges... NOT anymore.This verison of ModLab will let you chose UV wrapping sampler state.If you like the software and find it useful, then please consider supporting further development on Patreon: https://www.patreon.com/user?u=7785848I you came across any critical issue please let me know, I will look into it as soon as possible.. Tutorial 2 and Patch 1.2.3: https://www.youtube.com/watch?v=e_mjAM945igSecond tutorial describing how is ModLab used for processing ships for Wayward Terran Frontier: Zero FallsPatch notes: Switched Normal A and Normal B channels for combine Renamed Normal 2 map slot to Normal B Fixed issue with dominant light control drag taking priority over load buttons Added export png function for background (WIP)Big thanks to all my Patreons:Kageve GonswicZero Falls is GoodDmitri KleinAlex YangTiberiumkyleKevin ZechnerIf you find this project useful, consider supporting it at Patreon: https://www.patreon.com/user?u=7785848. Patch v1.1 released: Patch it out! Since I've elaborated content of this patch in blog posts I will keep this short and just link them:Main features:. First Patreon poll: All Patrons (in this round this includes suporter tier) are able to vote in current poll which will run till Monday 12th March after which I will start working on implementation of winning option.1) Image export for Background generator - In this iteration I would be aiming to create export into one layer 2D image. Resolution would be settable between 512x512 to 4096x4096. In future this would open path for further improvement of space background generator and very possibly export of spherical 360 3d map.2) Ability to chose shader model - Schlick's approximation is currently used for rendering, on top of that it is slightly modified version. I would like to offer option to pick between several shader models. First additional model would be very basic phong model (which is much more primitive than currently used Schlick). Main motivation behind this would be creating framework itself for realtime shader model swap. In future this would lead to ability to preview textures in specific rendering environment being identical or close to Unity/Unreal Engine.3) Optimization - realtime processing is done on GPU but it can be demanding, especially on older GPUs.. or on any GPU if used for processing large textures. There are several optimizations that can be done. Largest one would be to process texture only on value change and that would be first step. In future this will open way for some additional functionality that would use gained performance.4) Increased quality of Medium and Large elements - I am not very happy with with medium and large elements quality when generating normal map from Height map or Diffuse map. Luckily I know exactly what is the cause and what to do with it. For cost of some performance (and of course some work) I can greatly improve quality of these elements.Patreon link: https://www.patreon.com/user?u=7785848. v1.0.1: First minor patch, generally quality of life changes.v1.0.1. v1.1.1: So user had issue with windows open file dialog and asked for another method of loading files. Alright then, patch v1.1.1 is out and you can now load textures by drag and drop onto load file buttons. Also fixed one possible crash that I accidentaly discovered.. Hotfix 1.2.2b: Just removing alpha information from Roughness map export.. Patch 1.2.1: v1.2.1-DDS loading support-TGA loading support (without alpha) using .NET Targa Image Reader-Fixed crash on loading Height map before Dif-Automatic flat grey diffuse in case user wants to process just a normal mapI had very little time to do some extensive testing altho this required some massive changes. If you run into any issue please let me know.. Patch 1.2 and Tutorial video: Second Patreon voting poll concluded some time ago and I bring goodies. Results shown that users want to improve roughness map, which was admittedlythe weakest part of ModLab. To improve it I need some extra data, specifically curvature. This version of ModLab let you generate curvature from Normal map and use it to improve Roughness map. On top of it even if you provide your own Roughness map you can use new data to add some details to it.As seen here:Curvature itself is quite powerful information. For that reason if Curvature is generated it will get saved (unless exporting for WTF:ZF format) and can be used in any 2D editors. Red channel contains grey mid point information, green isolated edges and blue isolated cavities.I made quick tutorial about using ModLab for sprite:https://www.youtube.com/watch?v=9lKMgj9lwKwChange log:-New Roughness processing!-Large amount of features relevant to roughness-Curvature from Normal map-Wrote bypass for PNG compression-Rare bug when part of saved image is missing should be fixed-Better GUI separatorsBig thanks to all Patrons. If you want to support ModLab, want to be able to vote regarding future development or simply want access to new version slightly sooner then please visit Patreon page:https://www.patreon.com/user?u=7785848Also you can follow me @twitter https://twitter.com/JanOrszulik. Third Poll: Don't worry, previous choices didn't go anywhere. We are just taking slightly different approach for this poll. Reason for this is simple, while overall user count is reasonably high (over 8 000), number of Patrons is fairly low. So, this time we will decide general direction.1) Full 3D support - I will push ModLab in direction of properly supporting 3D. Recently I tested it with full unwrapped textures and I was really pleasantly surprised by results. There would be ability to load your 3D models to preview results in realtime, possibility of support for object space normals (I know it seems like outdated technology but information from object space normals can be incredibly useful) and so on.2) Nebula generator and exporter - In this case I will focus on finishing background generator, add control over results and ability to export it as image, also as cube map and spherical map for 3D games. Later on things like adding randomly generated planet (using same technology as Wayward Terran Frontier, that means physically accurate atmosphere) and more.If you want to vote in this poll please consider becoming Patron and support development: https://www.patreon.com/posts/third-poll-22648462 Big thanks to all five existing Patrons.

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