vvvv / VL.StandardLibs

A collection of standard libraries for vvvv including VL.Stride, VL.Skia, VL.ImGui, msgpack.org[VL]
https://visualprogramming.net
GNU Lesser General Public License v3.0
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Agree on assets that will be shipped with the pack #342

Open antongit opened 4 years ago

tebjan commented 4 years ago

Halo dot! Also with alpha... Which cubemaps? Nice material maps? Standard real world images

mariaheine commented 4 years ago

I would also need some tileable texture with at least a normal map

tebjan commented 4 years ago

sounds good, let's drop some here, I'll add them to the assets before the release. @antongit do you have nice cube maps? maybe one that is nicer than the stride default.

mariaheine commented 4 years ago

maybe one of the textures from here: https://opengameart.org/content/tilling-textures-pack-33 ? they are quite cute and on public domain, I can bake normal, ao and height textures for the ones we choose\

edit: they even have normal maps already

tebjan commented 4 years ago

also for reference: https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd

michael-burk commented 4 years ago

https://hdrihaven.com/hdris/ I would go with a studio one. I think this looks great for abstract graphics, which most people might patch in the beginning.

michael-burk commented 4 years ago

https://freepbr.com/ is great, but doesn't allow you to ship it yourself. Actuall this looks great: https://www.sharetextures.com/

antongit commented 4 years ago

@tebjan This folder should be removed, right? ..packages\VL.Stride.Runtime\src\Resources\Textures\Matcaps

@michael-burk BC1: RGB 4pp no alpha - is it a good format? Yes, the Studio is what I'm using for my tests. https://www.sharetextures.com/ - looks good, thank you!

@mariaheine for some seamless grass, wood, stones please check this. All the maps are in place: https://cc0textures.com/list?sort=Popular

michael-burk commented 4 years ago

Can't say much about the format. Seems fine. But especially normalmap and heightmap should be 16bit. Quixel seems to use even 24bit. When i create materials procedurally I usually even go for 32bit, to have smooth transitions in normal maps etc.

tebjan commented 4 years ago

@antongit in general, you can add the full quality assets into our resources folder since they get compiled into stride runtime assets. this way they are always available. and the original image files will not be shipped.

however, I think the material textures are nicer in the help patches folder and referenced as files, so for them, it's fine to ship them as image files. but in the help folder, in this case.

the blue marble ones make sense as static assets that are always available, I will compile them into the package.

antongit commented 3 years ago

Regarding Textures in the Helppatches

I would argue, that all the assets used in the Helppatches should be placed in the help/assets folder and referenced as files.

In the Helppatch it's always cool to try another (your own) file and check the result. Using AssetTexture node feels wrong, even if the node will get a dynamic enum one day. Because you don't see what you are choosing anyway. Much better is just to rightclick in the iobox of the FileTexture and navigate to any image on your machine, seeing all the previews. So, if the texture is defined via the AssetTexture and I want to try my own texture instead, I have to replace the node first and only then I'm able to choose my texture.

Regarding Default Assets

@tebjan said, that all the default assets coming with the VL.Stride are available on any project done using the VL.Stride. Right? That means, when I'm exporting my own App I'll have all those default assets in my export although I don't need them, have never asked for them and they take my megabytes? Or will they be automatically excluded if they are not in use?

Regarding the Project Assets

Yes, there should be the Helppatches covering the process of importing all the textures needed for the Project into the Game Studio and then using them in vvvv via AssetTexture. I understand the problem of Assets Management, packing and so on. But if all I need in my project is just one texture, I have just these two ways at the moment. Right?

Both of these approaches feel not really right, isn't it? What if just creating a folder close to my main VL Document named like "Assets" and this folder will be automatically exported or just copied with the App? Or any other solution where VVVV takes care about my assets, and not totally external product like the Game Studio is doing that.

tebjan commented 3 years ago

In the Helppatch it's always cool to try another (your own) file and check the result.

yes, I think special textures that don't serve a "general purpose" should be linked as files from the help/assets folder.

the only drawback is when parts of a patch get copied to a user document, all file references are broken.

so the question is do we want the earth textures to be default textures like "halo dot" and "wimp" or are they more "specific". and i think the studio cube map would be well suited to be a "general purpose" texture that we ship with VL.Stride (could even be the default skybox -> discuss).

That means, when I'm exporting my own App I'll have all those default assets in my export although I don't need them, have never asked for them and they take my megabytes? Or will they be automatically excluded if they are not in use?

this can be controlled by the asset and asset compiler, we can do it as we want. at the moment the game assets from VL.Stride are included in the build, but I think that's only 6MB, at the moment.

Stride does it in a way that the content files are in an extra package, so it is easy to "exclude" them by just removing the reference to that package with the assets.

But if all I need in my project is just one texture, I have just these two ways at the moment. Right?

  • Creating and loading a GameStudio project with my single texture imported into it.
  • Exporting my app, then manually copying my texture into a folder accessible in Patch via Application Path. This manually copying can be very very tedious, because in the process, the app can be exported and tested 100s of times.

Both of these approaches feel not really right, isn't it?

that is correct, both are a bit tedious for only one texture.

What if just creating a folder close to my main VL Document named like "Assets" and this folder will be automatically exported or just copied with the App? Or any other solution where VVVV takes care about my assets, and not totally external product like the Game Studio is doing that.

the stride way to do it would be to make folder "Resources" next to the document, but then for each file, the user has to decide what kind of asset it should become (there are many settings per asset type). so this workflow also needs more discussion... but when the user has decided, it can be exported with the app and will always be found.

joreg commented 3 years ago

get some basics from here: https://polygone.art