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ModLab Trainer Download

  • stalapacunlgat
  • Sep 11, 2019
  • 5 min read

Updated: Mar 13, 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 Trainer Download 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. 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:. Preview: patch v1.1 part 2: Alright, so other part of this update: Optimization First of all I need a reasonable goal. Processing a 4k x 4k texture on a 4 years old mid tier GPU at 60 fps seems like a reasonable goal, so let's aim for that. To make it fun let's include the latest changes with the most performance hungry settings (using largest possible kernels for small and medium elements). So initial test: Load texture, Generate From Diffuse set, set the highest radius for both elements + using most complicated kernel aaaaand we are at 17 fps. Alright, so I need to make this aprox 3 times faster. In terms of rendering this is kinda scary especially considering that I was trying to make this efficient in first place and I am not going to compromise quality in any way. First of all let's do some profiling to see what's the most expensive, I have pretty good idea but it is good to confirm and see how exactly expensive it is. What we have learned at this point is that VS graphic debugging sucks. The moment I am under 60 fps (thus the point you want to profile) I am unable to capture a frame and the whole debugging process glitches. Well it's not like I am mad, I am just furious. Ok then, let's profile smaller texture and just use the ratios between individual processing steps. Okay, so I can now capture a frame, I can get quick analysis but I can't get extended "Error have occured" - Thx for info, I almost didn't notice. *flips table* Alright , let's roll with Nsight. Luckily for me Nsight works like a charm. Profiling confirmed what I expected. While at it I've noticed minor Color Surfaces mismatch and here we have another fps. In other words 53 ms per frame, I would need to get to aprox 16.7 ms for frame to be at 60 fps. Currently worst offenders are processing added recently and for those there is no possible optimization as they are simply blurs with large kernel (remember when I said that I wont compromise quality, so no, I am not going to undersample these, blurs shaders used here already make advantage of linear interpolation). The most reasonable way at this point is to process these only when required, thus on value change, it is obvious approach, really which I was avoiding for few minor reasons but I guess it's time. TL DR version of what's going to happen: There are several parallel processing branches running at same time, some are merging at some points, all are contributing to final result. Goal here is to update minimum portion of the "tree" system when their input changes. After these changes we are suddenly at 46-47 fps with very minor fps drop (3-4fps) when moving sliders, everything still responds in realtime, 13fps/5ms to go. So let's give same treatment to billateral processing. Changes above resulted in improvement from 17 to 56 fps with worst case scenario drop to 49 fps for split second (realistically unnoticeable). I've tested also some 8k x 2.5k textures and performance was still very reasonable. This concludes optimization pass for patch 1.1. Main feature still remain changes regarding large and medium elements as mentioned in previous post: https://steamcommunity.com/games/768970/announcements/detail/1671276544921786698 So when is v1.1 going to be released? Probably during next week, no promises there, I want to clean up few things, finish slider value normalization and add few other QoL improvements (scroll wheel to scroll left side of GUI incoming). As always I would like to thanks all Patrons, you are the reason why I am working on this patch. Patreon: https://www.patreon.com/user?u=7785848. 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.. Hotfix 1.2.2b: Just removing alpha information from Roughness map export.

 
 
 

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