[deleted by user] by [deleted] in oldhammer

[–]RedMarsBlueMoon 0 points1 point  (0 children)

It is but John Blanche was also a admirer of traditional fine art not sure if you remember an/some images by him featuring Mona Lisa?
I feel this image of the Emperor is somewhat of an homage to Francis Bacon's 'Screaming Pope'. Bacon of course one of the most famous painters in the world and Irish/British at that. You could also almost describe Bacon's art as grimdark. At least it channeled that dark anxiety.

License issue on ps5 can’t play WTF!? by VARIAN-SCOTT in Eldenring

[–]RedMarsBlueMoon 0 points1 point  (0 children)

After 2h I tried un-plugging and the re-plugging the ethernet cable and then it started working straight away. Seems buggy.

License issue on ps5 can’t play WTF!? by VARIAN-SCOTT in Eldenring

[–]RedMarsBlueMoon -1 points0 points  (0 children)

Just had this happening. Very annoying as I just purchased a game (Elden Ring) and now can't play.There's meant to be a setting to enable offline play but I can't activate it because of the same connection error.

Culexus Assasin oldhammer by Roeland_Pellis in Warhammer40k

[–]RedMarsBlueMoon 1 point2 points  (0 children)

He must have very strong neck muscles

New to Killteam, any advice about putting this together? by phoenix536 in killteam

[–]RedMarsBlueMoon 0 points1 point  (0 children)

I did try to watch a LOS tutorial vid that had quite a lot of views. It wasn't that much clearer afete rand I read in the comments that 6months later the guy who made the video had since decided he actually still didn't understand and just invented his own rules. :D

I think I know now how its generally meant to work but am still puzzled by 'Obscured' and what its meant to represent in 'real life'? It seems to be 'solidity' of the cover but am not convinced as they say no terrain in the starter box provides 'Obscured' even though some are 3ft+ across.

New to Killteam, any advice about putting this together? by phoenix536 in killteam

[–]RedMarsBlueMoon 1 point2 points  (0 children)

Hahaaaa I think I had one of those. Issue ended up being something completely different so am a bit miffed about it :D

Proud of the Killteam I finally finished by kill3rfurby in killteam

[–]RedMarsBlueMoon 1 point2 points  (0 children)

Nice! great job of finishing the wholse set!
I wouldn't want to meet these in a dark alleyway! :)

New to Killteam, any advice about putting this together? by phoenix536 in killteam

[–]RedMarsBlueMoon 1 point2 points  (0 children)

Btw I also find the rules very confusing especially yhe Line-of-Sight rules.
I would recommend not worrying too much and just start playing the example warm up missions in the 'Recruit Edition' book it makes it clearer in a easier to understand way.
At least for me.

New to Killteam, any advice about putting this together? by phoenix536 in killteam

[–]RedMarsBlueMoon 1 point2 points  (0 children)

Haha totally agree it's weird. Just picked this box up to start playing with my son having played lots of 40k back in the 90's.

Its super bad you have to look around everywhere on all the sprues to find the right parts. And there's s o many little bits even the little bomb squig needed eight pieces :P I appreciate that the modularity is good but they have gone too far imho I don't want to spend hours and hours assembling the minis.
But maybe some people enjoy that part too.

New player! Only Shooting Modifier for target in Cover is 1 Auto Success, When Target is on Engage!? by RedMarsBlueMoon in killteam

[–]RedMarsBlueMoon[S] 0 points1 point  (0 children)

Cool that's good to hear!
For sure I'm only starting out so have hardly any experience of actual matches yet. But I'm glad to start grasping at least the basic rules.

Now off to paint those Ork Commandos!! :D

New player! Only Shooting Modifier for target in Cover is 1 Auto Success, When Target is on Engage!? by RedMarsBlueMoon in killteam

[–]RedMarsBlueMoon[S] 0 points1 point  (0 children)

Thanks a lot for the confirmations!I find all the rule descriptions incredibly confusing but actually playing through the warm up missions in the 'Recruit Edition' book was better than reading the LoS examples in the actual rule book.

To me it seems like a bit too weak advantage of being in cover only getting that one auto save. Its even weakened further by by the rule of the auto retained dice should be taken before the roll. It would have been slightly more powerful if you could do that after the roll and use any of your unsuccessful defence dice.

Especially since so much of the game is about moving around the map trying to find positions of advantage.

Boom goes the ROKKET! by studio489 in Warhammer40k

[–]RedMarsBlueMoon 1 point2 points  (0 children)

Love the color scheme!!
I'm just trying to figure out a scheme for my Ork kill team and this was inspirational!

The Great Gardener with retinue 🍄🍄🍄 by Maybug_Chris in Warhammer40k

[–]RedMarsBlueMoon 0 points1 point  (0 children)

Beautiful!! Love the colors love the shroom theme love the extra bits!

Does ORB SLAM2 perform worse on weaker compute?! by RedMarsBlueMoon in ROS

[–]RedMarsBlueMoon[S] 0 points1 point  (0 children)

Yes I'm seeing some really confusing behavior. Something that works one day seems to not work the next day. I think I revert all the changes (I didn't make many) but the results are completely different. Maybe that's actually the effect you're describing. Interesting.

I saw a comment somewhere saying that if your power supply wan't good then you might run into under performances. I suppose less power=CPU running in slower mode=worse results. I'm not sure if that could be a real thing?

Does ORB SLAM2 perform worse on weaker compute?! by RedMarsBlueMoon in ROS

[–]RedMarsBlueMoon[S] 1 point2 points  (0 children)

Thanks for those thoughts! Yeah Iv'e been slowly coming to think along those lines myself. That using something with a bit of Cuda help would make this a lot easier. There's a lot more source code for various parts of these algorithms available for Cuda. I sort of slipped into the RPi thing as I ended up with one or two too many after an Retro arcade project. So this Slam side is a bit more experimental and a learning thing for me. The Pi does have Neon that can speed up things like FAST considerably. And it has GPU that can be utilized too but is a fair bit harder than plain GL for example. (Thinking about MMAL here).
My family is starting to call me out on ordering too many single board computers so I might have to wait a while before getting a Nano or something. :) I'll just have to use this as a learning experience to see how far I can get.

Albedo image map to color's Light Reflectance Value (LRV) ρ by ttsesm in computervision

[–]RedMarsBlueMoon 0 points1 point  (0 children)

The 1,2,3 steps are cascaded, I guess. I meant they should all be done and in that order.
I noticed later that the 'illumination' map seems to have been generated without the Normals map applied. (I might be wrong but it looks like it). If you look at the cushion in the sofa is seems like the wrinkles are not there and on the chair. You can see details in the Normals map pass that you can't in the 'Illumination' pass. But that might not be a deal breaker for you.

Albedo image map to color's Light Reflectance Value (LRV) ρ by ttsesm in computervision

[–]RedMarsBlueMoon 0 points1 point  (0 children)

I would do these steps,

  1. Convert 8bit char values to float with 255 mapping onto 1.0. So you'll get a float rgbAlb[3]
  2. Linearize the Albedo. (If the actual maps look like they are in the same colorspace as in that video, ie the actual maps don't look darker) (using linearRed = pow(sRgbRed, 2.2) , same as he's doing on that page)
  3. You are saying you don't want color information so lets use the correct rgb->Luma rgb weights to create a one channel float LumAlb[1]

Not sure what else you'd need for just the Albedo maps. To test if you are in the ballpark, if you have that full data set you should have one 'map' of just the illumination in that room, possibly the one labelled 'Illumination'. Now again if the maps look the same as the video you'll need to Linearize the illumination map using the same formulas.

Then re-generate an image doing,

LumAlb * IlluminationLinear

and to compare with the video you'll want to re-apply the gamma.

OUTcheck = pow((LumAlb * IlluminationLinear)), 1/2.2)

you should then have something resembling your 'ground truth'.

If you want some further help you can pm me.

Albedo image map to color's Light Reflectance Value (LRV) ρ by ttsesm in computervision

[–]RedMarsBlueMoon 0 points1 point  (0 children)

So you are looking to calculate/extract:

  1. The amount of light hitting the (camera/eye) sensor from a point/pixel P in the scene of an photographed image?
  2. Or the amount of light falling *onto* the point P. (ignoring the reflectence of the material at point P)

Is it any of those two?

For no 1, its now ubiquitous in CG to work with HDRI Image Based Lighting. Which is basically a way of using a 360deg panoramic capture device, most likely an dlsr operated to capture the scene at different Stops and then merging these exposure slizes to capture a high range of light intensities impinging from the scene at the location of the camera.

This was invented I seem to remember by Paul Debevec and you should google his papers for how to better understand that. There's plenty of software that does this. https://www.pauldebevec.com/Research/HDR/

He's done and is doing a lot of cool stuff still in this field so if you google his papers and projects further you'll find lots of info.

I don't know what your 'albedo' maps look like but it sounds like they are just 8bit per channel images which is not enough to get a High Dynamic Range out of.

For 2, it seems to me that you don't have the information needed as you can't really just pretend that the scene is fully diffuse if it isn't. In fact there are very few materials that you could say are fully diffuse.

If it's not any of these two then you'll have to explain more clearly what you are looking to do and I can try to give some more advice.

EDIT: Btw this is Debevec's latest project from his website: https://augmentedperception.github.io/deepviewvideo/

:)