1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  4. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  5. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  6. The results are out! Check them out.
    Dismiss Notice
  7. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  8. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

[RenderEdge] Experimental version

Discussion in 'Warcraft Editing Tools' started by ENAleksey, Sep 22, 2016.

  1. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    Basic version | Widescreen Fix | Memory Hack

    The experimental version is no longer supported, use basic version.

    Introduction



    [​IMG]
    RenderEdge is a modification for Warcraft III, aimed first and foremost at improving the graphical components of the game by implementing a newer version of the graphics API.
    The RenderEdge project is divided into two versions: basic and experimental. All that you will be able to do in the experimental version will eventually be implemented in the main.


    Features



    • (+) Cascaded Shadow Mapping;
    • (+) Physically Based Shading;
    • (+) Gamma Correction;
    • (+) ACES Tonemapping and Color Grading;
    • (+) Screen Space Reflections;
    • (+) Temporal Anti-Aliasing;
    • (+) Support of custom shaders for post-effects and models;
    • (-) Using models from .obj, .3ds, .dae and .blend files;
    • (-) MDX/MDL models format modification: adding support of normal maps and DDS/BLP2 texture format
    • (-) War3 Model Editor modification;
    • (-) Adding new features to the World Editor;

    Bugs:
    • Some post-effects work incorrectly with a limited size of viewport.


    Installation



    Requirements:
    Unpack archive and launch RenderEdge.exe. Press F7 to show settings GUI. You can also edit settings via RenderEdge.ini (placed in RenderEdge_exp.mpq archive).

    You can enable the option to load settings file, shaders and textures from the RenderEdge folder by editing this value in the Registry Editor: CURRENT_USER\Software\RenderEdge\AllowLocalFiles. Resource search sequence: the loaded map, the RenderEdge folder, the RenderEdge_exp.mpq archive.

    You can add new tab in your JNGP to launch RenderEdge easier by editing wehack.lua:
    wehack.lua

    Code (Text):

    -- # begin RenderEdge #
    RenderEdgePath = grim.getregpair("HKEY_CURRENT_USER\\Software\\RenderEdge", "InstallPath")
    haveRenderEdge = grim.exists(RenderEdgePath .. "\\RenderEdge.exe")

    function toggleRenderEdgeDebug(checked)
       if checked then
           grim.setregdword("HKEY_CURRENT_USER\\Software\\RenderEdge", "Debug", 1)
       else
           grim.setregdword("HKEY_CURRENT_USER\\Software\\RenderEdge", "Debug", 0)
       end
    end

    function toggleRenderEdgeAllowLocalFiles(checked)
       if checked then
           grim.setregdword("HKEY_CURRENT_USER\\Software\\RenderEdge", "AllowLocalFiles", 1)
       else
           grim.setregdword("HKEY_CURRENT_USER\\Software\\RenderEdge", "AllowLocalFiles", 0)
       end
    end

    if haveRenderEdge then
       RenderEdgeMenu = wehack.addmenu("RenderEdge")
     
       RenderEdgeEnabled = TogMenuEntry:New(RenderEdgeMenu, "Run with RenderEdge", nil, true)
     
       RenderEdgeDebug = TogMenuEntry:New(RenderEdgeMenu, "Debug Mode",
           function(self) toggleRenderEdgeDebug(self.checked) end, false)
       if grim.getregpair("HKEY_CURRENT_USER\\Software\\RenderEdge", "Debug") == 1 then
           wehack.checkmenuentry(RenderEdgeMenu, RenderEdgeDebug, 1)
       else
           wehack.checkmenuentry(RenderEdgeMenu, RenderEdgeDebug, 0)
       end
     
       RenderEdgeAllowLocalFiles = TogMenuEntry:New(RenderEdgeMenu, "Allow Local Files",
           function(self) toggleRenderEdgeAllowLocalFiles(self.checked) end, false)
       if grim.getregpair("HKEY_CURRENT_USER\\Software\\RenderEdge", "AllowLocalFiles") == 1 then
           wehack.checkmenuentry(RenderEdgeMenu, RenderEdgeAllowLocalFiles, 1)
       else
           wehack.checkmenuentry(RenderEdgeMenu, RenderEdgeAllowLocalFiles, 0)
       end
    end
    -- # end RenderEdge #

    function testmap(cmdline)
       if haveRenderEdge and RenderEdgeEnabled.checked then
           local pos = string.find(cmdline, ".exe")
           cmdline = string.sub(cmdline, 5 + pos)
           cmdline = RenderEdgePath .. "RenderEdge.exe " .. cmdline
       end
     
       if wh_opengl.checked then
           cmdline = cmdline .. " -opengl"
       end
       if wh_window.checked then
           cmdline = cmdline .. " -window"
       end
       wehack.execprocess(cmdline)
    end
     


    Shaders editing



    If you want to edit shaders, download archive, unpack, compile and place them in Shaders folder. Then you can place it in RenderEdge folder, import in your map or in RenderEdge_exp.mpq archive.

    Compiling in Visual Studio:

    Add the shaders to the project and configure the HLSL Compiler in the project properties as follows:
    Capture.png

    Compiling by fxc.exe:
    Code (Text):
    @echo off
    fxc.exe /T fx_2_0 /Fo Standard.cso Shaders\Standard.fx /nologo
    fxc.exe /T fx_2_0 /Fo Shadows.cso Shaders\Shadows.fx /nologo
    fxc.exe /T fx_2_0 /Fo PostProcess.cso Shaders\PostProcess.fx /nologo
    fxc.exe /T fx_2_0 /Fo Skybox.cso Shaders\Skybox.fx /nologo
    pause


    Screenshots



    RenderEdge_110718_075753_08.png RenderEdge_110718_075646_06.png RenderEdge_110718_075230_02.png RenderEdge_110718_075212_01.png RenderEdge_110718_075315_03.png

    war3 2017-06-14 17-23-23-63.png PBS 4.png Normals On.png
    Old version

    Screenshots
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Videos




    Changelog



    Code (Text):
    v0.1.3a
     * Added the ability to disable/enable rendering of different types of objects;
     * Added support of Indicators;
     * Added support of Occlusion Masks;
     * Added support of Lightnings;
     * Added support of Floating Text;
     * Added the ability to select the intensity units of point light sources;
     * Added Fog Of War settings;
     * Added the ability to disable standard shadows of buildings;
     * INIReader: added the ability to write comment in the same line with value of string type;
     * INIReader: added option to hide game UI;
     * Deleted Free Camera movement limits;
     * Tonemapper: Blue Correction, Expand Gamut;
     * Changed Bloom intensity to more correct;
     * Added Calibration Constant parameter for Auto Exposure;
     * Added new Exponential Height Fog;
     * Leaving the camera position unchanged after disabling Free Camera mode;
     * Improved Screen Space Reflections;
     * Default Projection Matrix renamed to Constant Vertical FoV;
     * Optimized Auto Exposure;
     * Added option to pause the game;
     * Improved input blocking in Free Camera mode;
     * Added the ability to take a screenshot;
     * Changed shading model (may be changed back in the next version);
     * Fixed a bug where one of the terrain chunks didn't cast shadows;
     * Fixed incorrect color and intensity of point and directional light sources;
     * Fixed skybox shading;
     * Fixed incorrect interception of camera parameters with non-standard near clipping plane;
     * Fixed incorrect work of contact shadows with non-standard camera clipping planes;
     * Fixed the effect of Unfogged Materials parameter;
     * Fixed post-effects rendering in main menu;
     * Fixed the influence of UI and camera direction on Contact Shadows;
     * Fixed the appearance of black borders when disabling User Interface parameter, if they were initially hidden;
     * Fixed work of Screen Space Reflections with Temporal AA;
     * Fixed graphical artifacts when turning on and off HDR;
     * Fixed projection matrix;
     * Fixed incorrect SSAO blurring with downsampling;
     * Fixed crashes while switching V-Sync mode;
     * Fixed reloading of shaders and settings while loading protected maps;
     * Fixed shadows rendering in main menu;
     * Fixed references leaking;
     * Fixed crashes then changing resolution;
     * Fixed crashes then playing movies;
     * Fixed resource loading from RenderEdge_exp.mpq;
     * Fixed incorrect texture paths in RenderEdge.ini.

    v0.1.2a
     * Added the ability to select the temperature of the directional light source;
     * Added processing of standard shadow of units on the water;
     * Added the ability to select the intensity units of point light sources;
     * Added the ability to use an improved projection matrix;
     * Added the ability to load textures and shaders from the folder with RenderEdge (AllowLocalFiles in the registry);
     * Added the ability to load shaders from the map;
     * Added the option to fix the jitter of the skybox when moving the camera;
     * Reading settings from RenderEdge.ini (searching file in the map, in the folder with RenderEdge (with AllowLocalFiles enabled), in .mpq archives);
     * Now "Disable Unit Shadows" option disables the shadows of units both on the ground and on the water;
     * Reduced consumption of RAM when using shadows;
     * Removed limit of objects that can cast shadows at the same time;
     * Improved shadows quality;
     * Improved settings interface;
     * Improved free camera mode: true first person camera, independence of landscape height;
     * Soft shadows are turned off (you can turn them on by editing ShadowCommon.fxh);
     * Now shadows are not rendered if the game is paused;
     * Added the version of RenderEdge in the bottom right corner of main menu;
     * Optimization of Debug Screen;
     * Fixed a bug: the base of the building had the lighting of units instead of the terrain, and cast the shadows;
     * Fixed an incorrect intensity of point light sources;
     * The game no longer crashes when using shadows;
     * Fixed periodic disappearance of shadows when moving and rotating the camera;
     * The shadows of the landscape work again.

    v0.1.1a
      * Added Contact Shadows (Screen Space Ray-Traced Shadows);
      * Added support of weather effects;
      * Added a fog for skybox;
      * Improved Color Grading: added a separate setting for Shadows, Midtones and Highlights;
      * Added the ability to manually set the gamma of the monitor: Output Device - Explicit gamma mapping (LDR);
      * Added the ability to choose the size of shadow map texture;
      * Added advanced settings for Ambient Occlusion;
      * Added the ability to hide the interface, turn off the Fog of War and standard units shadows in the Default Renderer mode;
      * Improved Debug Screen mode: full screen display;
      * Optimization of Auto Exposure;
      * Optimization of Rendering Pipeline;
      * Added descriptions of exe and dll files;
      * Fixed a bug: building models are not processed when choosing a construction site;
      * Fixed incorrect work of Auto Exposure with limited size of viewport;
      * Fixed incorrect work of SSR with Temporal AA enabled;
      * Fixed the incorrect work of post-effects for non-standard settings of the clipping planes of the camera;
      * Fixed the influence of Free Camera mode on portrait display;
      * Fixed incorrect blurring of SSAO with downsampling enabled;
      * Fixed bugs in JassAPI (conversion real <=> float);
      * Fixed camera shift when the free camera mode is turned on;
      * Fixed height of the landscape influence on the height of the free camera.

    v0.1.0a
      * Added support of animated textures;
      * Added support of semi-transparent models;
      * Added support of Unshaded materials;
      * Added support of Vertex Color;
      * Added support of skybox lighting;
      * Added support of textures, the size of which is not a pow of 2;
      * Improved hiding interface;
      * Improved Sky Light: added Blend Factor parameter;
      * Improved Debug Point Light: added the ability to manually set the coordinates;
      * Improved Image Based Lighting;
      * Using pixel reflections;
      * Added the Culling Mode option for shadows;
      * Added the ability to select the format and color space of the monitor;
      * Added Temporal Anti-Aliasing;
      * Added Screen Space Reflections;
      * Added Auto Exposure (UE4);
      * Improved Chromatic Aberration;
      * Updated SSAO: replaced by Scalable Ambient Obscurance;
      * Improved Bloom (increased maximum radius, added the ability to stretch horizontally or vertically);
      * Preserving the proportions of Lens Dirt textures at any aspect ratio of the screen;
      * Anti-aliasing is now applied before other post-effects;
      * Optimization of Color Grading (LUT texture baking);
      * Displaying post-effects only inside the viewport;
      * Removed the ability to use Irradiance texture as a source of ambient lighting;
      * Removed improved water;
      * Loading and creating of textures and effects only as needed;
      * Updated d3d8 to d3d9 converter;
      * Fixed a bug when the same directional light source was used for units and terrain;
      * Fixed crashes when cutting trees with enabled shadows;
      * Fixed crashes when minimizing the game with enabled shadows;
      * Fixed crashes when the free camera mode was turned on;
      * Fixed crashes when setting a small radius in the Bloom effect;
      * Fix minimizing of the game when switching vertical synchronization;
      * Fixed stretching the screen when the interface and shadows are turned on;
      * Fixed memory leak when interface and post effects turned on;
      * Fixed incorrect display of SSAO when the Free Camera mode is on;
      * Fixed the projection function of SSAO and SSR textures on the screen;
      * Fixed incorrect gamma correction of skybox when post-processing is enabled;
      * Fixed incorrect work of Dithering;
      * Fixed incorrect color of standard point light sources;
      * Prohibition of disabling the interface and enabling the free camera mode in the main game menu and during map loading;
      * Dynamic cleaning of unused memory, occupied by shadows;
      * Fixed incorrect value of the Height and Density parameters of fog;
      * Fixed loading of textures from .mpq archives;
      * Fixed incorrect brightness of point light sources.

    v0.0.2a
      * New Bloom effect;
      * Added settings for Lens Dirt;
      * Added option to test emissive materials (see 'Material' tab);
      * Unshaded materials are turned off by default, you can turn them on in the 'Material' tab;
      * Fixed problems with color conversion of standard lights and fog to linear space;
      * Fixed an issue where it was not possible to change the lighting in the maps where the SetDayNightModels("", "") function was called;
      * Added a counter of memory used by the Warcraft;
      * Debug Screens now work.

    v0.0.1a
      * First stable build.


    References



     
    Last edited: Jan 13, 2019
  2. MasterHK

    MasterHK

    Joined:
    Sep 17, 2015
    Messages:
    13
    Resources:
    0
    Resources:
    0
    When you want to release this version?
     
  3. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    Work In Progress

    war3 2016-10-21 18-22-30-47.png
    war3 2016-10-21 19-51-52-61.png
     
    Last edited: Oct 22, 2016
  4. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1


    Shadow Mapping Test



    Do not worry about the FPS, it's so low only when recording, in fact it doesn't drops below 60.


     
    Last edited: Oct 22, 2016
  5. Barade

    Barade

    Joined:
    Feb 2, 2006
    Messages:
    561
    Resources:
    1
    Maps:
    1
    Resources:
    1
    This is great. Please continue the work!
     
  6. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    WIP
    war3_2016-11-01_18-14-22-41.png war3 2016-11-02 15-37-52-33.png

     
    Last edited: Nov 2, 2016
  7. Barade

    Barade

    Joined:
    Feb 2, 2006
    Messages:
    561
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Amazing, please release this. I'd certainly like to use this.
     
  8. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    [​IMG]
     
    Last edited: Aug 25, 2018
  9. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
  10. Barade

    Barade

    Joined:
    Feb 2, 2006
    Messages:
    561
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Great work is there any release coming? I'd like to use it for my mod.
     
  11. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    Excuse me, I wanted to upload the current version two weeks ago, but I have some problems with my hard drive.
     
  12. okfinch

    okfinch

    Joined:
    Mar 14, 2017
    Messages:
    5
    Resources:
    0
    Resources:
    0
    Great work.... but !
    can u just make Warcraft III "transparent ui".

    Thankyou :D;)
     
  13. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    It is already implemented!
    You can hide black borders (now this area is clickable)
    Interface Hide.png
    Or hide all interface
    ACES.png


    BTW, there are some progress with widescreen fix! And now minimap, portrait and all buttons are movable!
    Although it requires a lot of work. In particular, at this moment to take effect of UI editing you need to restart the map.

    Old stretched interface
    Interface Old.png
    With widescreen fix
    Interface New.png




    Tonemapping



    And there are some tone mapping techniques (ACES Filmic now used by default):
    It only remained to improve the bloom.

    Without Tonemapping
    None.png
    ACES Filmic (Unreal Engine 4)
    ACES.png
    Hejl Filmic (Marmoset Toolbag)
    Hejl.png
    Filmic (Uncharted 2)
    Uncharted 2.png



    Other new features


    • Standard fog changed to advanced Pixel Fog;
    • Added support of various fog techniques: Linear, Exponential, Exponential Square, Height Based;
    • Added physically based specular lighting;
    • Improved point light (per-pixel lighting);
    • Added support of unshaded and unfogged materials;
    • Lighting calculation in linear space;
    • The way of interception of information about the current geometry has been changed for further use when generating shadows (I previously wrote that this should increase the FPS, but this for some reason did not happen);
    • Added possibility to enable/disable vsync;
    • Improved quality of Chromatic Aberration and Lens Flares;
    • Added support of emissive materials (and now it's possible to set any value of emission power);
    • Added fake GI ambient lighting;
    • Improved SSAO;
    • Added SMAA, Film Grain, LUT Color Correction.
     
    Last edited: Mar 18, 2017
  14. okfinch

    okfinch

    Joined:
    Mar 14, 2017
    Messages:
    5
    Resources:
    0
    Resources:
    0
    Have a new problem, i can't do or edit anything, if i saved and try to test(Ctrl+F9) is like this in below

    [​IMG]
    >>> or here <<<

    I'm using "TH's JNGP v1.3.2" and edited "wehack.lua".

    if possible,
    Can u upload your JNGP ?

    Thank ^v^
     
  15. Cuore

    Cuore

    Joined:
    Mar 11, 2017
    Messages:
    583
    Resources:
    8
    Models:
    8
    Resources:
    8
    Just writing to commend your effort on what seems to be a colossal undertaking.
    As I know nothing of programming (let alone graphics-related software dev), I would find fascinating to know in brief how you developed this project and what kind of sklls are making it progress.
    Edit: reading the past threads now.
     
    Last edited: Mar 15, 2017
  16. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    Okfinch, try it. I use cJass because it's more convenient for me, but you can rewrite code to vJass/Wurst.
    And try last version of RenderEdge, it's more stable.
    I will also post an experimental version soon, so you will be able to test improved lighting, shadows and post-effects.
     

    Attached Files:

    Last edited: Mar 17, 2017
  17. okfinch

    okfinch

    Joined:
    Mar 14, 2017
    Messages:
    5
    Resources:
    0
    Resources:
    0
    1.jpg
    A little slow ^^ ;), i found way to let it working using "JNGP5d" that i manually added some feature like cJass in yesterday, and Yes i got your new "RenderEdge_0.2.0dev".

    but i'm still didn't know how "transparent ui" working.(shawdow maping right ?, if yes but How ? what the code ?)


    I read the content briefly, did't find way how "transparent ui" will working.
    I'm sorry :(, i'm newbie here.
     
  18. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1
    There is no transparent UI in the current version, but if you want to test it, just download RenderEdge.dll and replace the same file in your RenderEdge directory with this one.
    Then add new native function in your map:
    native TestInterface takes nothing returns nothing

    Finally, call this function in your map initialization trigger.
    And as I said, you should to restart the map after it initialization.
     

    Attached Files:

  19. okfinch

    okfinch

    Joined:
    Mar 14, 2017
    Messages:
    5
    Resources:
    0
    Resources:
    0
    2.jpg
    Wowww !!!:D

    Thank for your quick and helpful response, Seem like I need to learn a lot.

    and continue your good work. ;)
     
  20. ENAleksey

    ENAleksey

    Joined:
    Nov 29, 2014
    Messages:
    189
    Resources:
    1
    Tools:
    1
    Resources:
    1

    Release version 0.0.1a



    Features:
    • Cascaded Shadow Mapping;
    • Per-pixel lighting;
    • Physically Based Shading;
    • Ambient lighting replaced by Sky Light;
    • Using Burley diffuse model instead of Lambertian;
    • All calculations when working with lighting and post-effects are carried out in a linear space;
    • ACES Tonemapping and Color Correction;
    • Image Based Lighting;
    • Normal Mapping;
    • Per-pixel fog: Linear, Exponential, Exponential Squared, Height Based;
    • Post-effects: SSAO, SMAA, Film Grain, LUT Color Correction, Auto Exposure, Bloom, Lens Flares;
    • Replaced standard water (while without reflections and refractions);
    • Free camera.
    Game Fixes:
    • Skybox no longer twitches when moving the camera;
    • Removed FPS limit;
    • Added the ability to disable vertical synchronization;
    • Using of Reversed Depth Buffer technique (turned off for some reasons);
    • Ability to reduce the value of the near-plane of the camera clipping without the appearance of z-fighting artifacts.
    Known Issues:
    • When cutting trees with shadows on, the game crashes;
    • Objects with the black color of the material become unshaded (until I didn't find a way to define unshaded models in another way);
    • The game can crash when the shadows are on, if there are more than 2000 objects in the frame;
    • The game can start to slow down when you turn off the shadows, if there is a large number of objects in the frame.


    Installing



    If you have the previous versions of RenderEdge, be sure to delete this registry key in the Registry Editor: HKEY_CURRENT_USER\Software\RenderEdge.

    Requirements:



    Screenshots



    Physically Based Shading

    Shading Standard.png
    Standard Shading
    Shading PBS.png
    Physically Based Shading

    PBS 1.png PBS 2.png PBS 3.png PBS 4.png


    Image Based Lighting

    Shading PBS.png
    IBL Off
    IBL.png
    IBL On
    IBL + Normals.png
    IBL + Normal Mapping


    Normal Mapping

    Normals2 Off.png Normals Off.png
    Normal Mapping Off
    Normals2 On.png Normals On.png
    Normal Mapping On
    LUT On.png
    LUT Color Correction
     

    Attached Files:

    Last edited: Jun 16, 2017