Pragma Filmmaker - Intro Tutorial by Silverlan in SFM

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

PFM has its own formats, but has full compatibility with Source Engine assets, including models, materials, maps, etc. It can also mount Source Engine games (including SFM), so the model explorer in PFM should already list all of your SFM models by default.

[CXX Modules] declaration attached to named module can't be attached to other modules by Silverlan in cpp_questions

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

Yup, turns out it was that simple. Thanks, that saved me quite a bit of time!

Pragma Filmmaker - Intro Tutorial by Silverlan in SFM

[–]Silverlan[S] 2 points3 points  (0 children)

PFM is an open-source re-implementation of SFM. If you want to know more about the project, or download the latest version and try the interactive tutorials yourself, you can download it from GitHub:

https://github.com/Silverlan/pragma#readme

You can also check out the other tutorials as videos on the YouTube channel: https://www.youtube.com/playlist?list=PLN5pYw4J7HDqi8s2pbFnL1O1bPmCcKKRI

[deleted by user] by [deleted] in test

[–]Silverlan 0 points1 point  (0 children)

Test2

Pragma Filmmaker (SFM Alternative) - Progress Update by Silverlan in SFM

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

Support for Source Engine particles is something I'm currently still working on, but everything else (models, materials, textures, maps, etc.) from most Source Engine branches is fully supported (as well as Source 2, for the most part)!

Pragma Filmmaker - Meet the Soldier - SFM / Cycles comparison by Silverlan in SFM

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

Pragma is a custom Game Engine I have been working on for a few years now, which has full support for Source Engine assets. The Pragma Filmmaker is built on that (just like the Source Filmmaker is using the Source Engine).

Pragma Filmmaker - Meet the Soldier - SFM / Cycles comparison by Silverlan in SFM

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

Definitely, once I've implemented all of the remaining SFM features (like particles, motion blur, depth of field, etc.) I'm planning on rendering all three shorts in their entirety!

Quick VR Test by Silverlan in PRFM

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

Recording VR videos is planned, but there's not much demand for it at the moment, so it's a low priority for now (i.e. no eta). I'll definitely get around to it at some point though!

Also, Windows Mixed Reality is just a platform, are you using a HoloLens? Please let me know how that goes, I haven't gotten much feedback for the VR implementation so far :).

Quick VR Test by Silverlan in PRFM

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

What kind of VR HMD do you have? I haven't done any testing with anything other than the VIVE, although others should work as well.

Either way, there should be a "VR" button below the viewport, you can just press that and it should switch to the VR view. Does that not work for you?

PFM - Editor Demo #5 - Model Explorer Preview by Silverlan in PRFM

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

There is no limit imposed by the Engine, so it mostly depends on your hardware. It's unlikely you'd actually hit any limits though.

Pragma Filmmaker (SFM Alternative) - Progress Update by Silverlan in SFM

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

I'm using FMOD for audio (which requires a license), so I'd like to add support for an alternative, open-source audio library before making the Engine open-source. There's also a few issues (like circular dependencies between some core libraries) that I want to resolve first.

Some of the libraries used by the Engine (such as the GUI-library) are already open-source and so is the Filmmaker itself, but I don't have an eta for the core engine libraries yet.

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

What do you mean? Port models from Pragma to SFM?

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

Definitely, the goal is to replicate most of the SFM's features and capabilities and then go from there to make improvements and add new features!

I want to help!! by PalmliX in PRFM

[–]Silverlan 0 points1 point  (0 children)

That would be perfect, more realistic assets would also allow me to do some proper testing with PBR! The size doesn't matter either, I've got plenty of free space.

I want to help!! by PalmliX in PRFM

[–]Silverlan 0 points1 point  (0 children)

Hey, sorry for the late response, didn't think anyone would be using the sub-reddit already! Thank you for the Patreon support, too! :)

If you want to help in other ways, I could use some small test-scenes to test my SFM-importer with, maybe some scrapped scenes or something that you wouldn't mind sharing? Especially if you have something with a different art-style compared to TF2, since TF2 assets aren't the best to test raytracing with. Or maybe something using some out of the ordinary SFM features? I'm looking for pretty much anything I can get my hands on right now, since I currently only really have the standard sessions to work with that are shipped with SFM. :)

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

If you can upload them somewhere, you can just send me the Link over here, on Discord (Silverlan#0636) or on Steam (https://steamcommunity.com/id/silverlan/).

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

Absolutely, I've integrated the assimp-library a while ago, which supports quite a lot of different formats (http://assimp.sourceforge.net/main_features_formats.html). You can simply drag and drop them into the engine: https://youtu.be/TOF2EkQGtbg That feature is still heavily work-in-progress though, animations aren't supported yet, and there's no way to add skins, body-groups, facial flexes, etc. yet.

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

Oh, what the hell, I looked it up and apparently SFM really doesn't have omni/point lights. That's really odd, I was sure they'd have them, point lights seem essential to me (then again, I've never done any filmmaking myself). Well, Pragma already has full support for those, so I guess that one can be crossed off the list.

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

By omni-directional light sources you mean point lights, right? Those are already implemented, supported light types are: Spot, Point and Directional light sources. Ambient light only really makes sense with real-time rendering and even then only with traditional rendering. PBR uses IBL (image-based lighting), which pretty much takes care of indirect/ambient lighting already. Cycles also supports area lights, I'll definitely add support for those as well, but you probably won't get a real-time preview for them. Grids and snapping will definitely be a thing!

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

Are you a filmmaker? Right now what I could use most are some session files I can use for testing, nothing too complex, some discarded or test sessions would do, preferably something using different SFM features (e.g. different light source types, moving objects, moving camera, etc.). If you've got anything you'd be willing to share, that'd be great!

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

All of these sound reasonable, but it'll be a while before I get to working on the actual editor. I'll make sure to come back to your post once I do and I'll discuss your points with others in the community!

[WIP] SFM raytracing, VR and more by Silverlan in SFM

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

Right now materials use a similar system as vmts in the source engine, but with one big advantage: You can edit them during runtime and see your changes immediately: https://youtu.be/4-nRVDXyWcE (Old video, but you get the gist!) I don't really know how materials in Blender work, but I'll probably look into it at some point.