Quake path traced in Blender
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- Опубліковано 19 чер 2021
- Produced with a set of scripts I wrote to import demo files, and associated game assets into Blender. See matthewearl.github.io/2021/06/... for more screenshots and a write-up on how this was made. The run is from jukebox's 11:47 minute world-record. See • Quake - Easy Run Marat... for a version rendered in Joequake.
- Ігри
the 3 months of no uploads were just him waiting for this to render
I'm commenting under yours to increase engagement cause this is some cool shit but I have nothing to add to the conversation
We'll see if it was worth it
Lighting is all it needed. Maybe little too bright in some places, but it still looks way better than all those dozen "HD" texture packs with overly shiny gloss/normal maps.
i hate hd packs :D
For me qrp looks quite decent, some of textures look worse than original, but in generally it's better. Raytracing looks just devine.. and feels even better that you can't have it realtime.
One of my favorite "unintended benefits" of realistic lighting that's shown here is that you have a great sense of what the player looks like. Watching this video, many times you can catch the player shadow being cast somewhere on the screen, and does a surprising amount to eliminate the "floating invisible camera" effect that many games have.
This looks devine.. in my early university years a friend if mine asked what to run on supercomputer - i immidiately answered - give each core a pixel and run quake raytraced. And he replied: exactly.
I love it when it goes through a relatively dark area it casts long shadows from different directions
This is gorgeous; I don't know why we're path tracing Quake 2 but not 1. It's eerie shadowow filled world is *perfect* for it.
Playing Quake II RTX and seeing this really makes me appreciate how much close we got with pure rasterization and hacks. Sure, path tracing is the future, but there's definitely some beauty to how optimized the many "fake it until you make it" approaches we have right now are.
@&34 904 at least i can enjoy some ray tracing in q2 which seems to be 90% of what is shown in this video minus the attitude of die hard fans.
True, we can approximate much of what ray-tracing does, but it is way more work for the developer. I long for the day where I no longer have to bake lightmaps.
Stuff like this really makes me want Quake 1 RTX, the lighting of Quake is so contrasting and moody that it'd be perfect. But I'd also want the textures to maybe add roughness and bumpmaps and all that stuff to make it look less like light passing over smooth marble.
For several years I have dreamed of someone recreating or converting levels from Quake to Blender. I really wanted to see the renders of the same maps with realistic lighting. And suddenly my dream came true. Thank you.
I thought it was realtime. Even so, porting quake into python, and importing a demo into blender, requiere huge amounts of time and dedication in order to produce these results, which are awesome.
Interpreter upon interpreter
This looks great. With proper lighting adjustments it would be incredibly atmospheric. If only someone would make a proper RTX implementation on the Quake engine... this shows the potential of such a project.
Great to see the time-honoured classics shining anew! I think it could be further tweaked though, the lighting should be darker and moodier imo, and a slower presentation would be nice as well.
Looks great! I love how it highlights how an actual path traced lighting is incompatible with original art direction based around the fake lighting. The dark room in E1M1 is now no longer dark at all because it receives bounces from other rooms. Even a moderate amount of light is enough to ruin the original effect of pitch-black darkness.
Awesome content, Mr Quakey McQuakerstein. :)
This might sound silly to ask but... did you happen to test the Quake Path Tracing with the "Diary of a Camper" Demo File Machinima?
Nostalgia overload
This is really cool! A good looking video and interesting read. My biggest issue with the video is the motion blur. I couldn't ask you to re-render but please, if you do more stuff like this, turn down / turn off motion blur.
The way motion blur is used actually reminds me of the classic machinima: Freeman's Mind.
You don't like realistic features in games ? And prefer a fake or stylized look ? Fake or stylized looks are ok too, but some prefer realistic features, hence this pathtracing render which is more closer to how light works in reality.
Choosing a speedrun demo for this is the most counterproductive choice possible...
Could you redo it with a reasonable playtest?
agreed, couldnt have picked a worse demo to show off visuals with. headache inducing.
exactly my thoughts... oh cool lets s... JUMPING RUNNING RUNNING JUMPING EVERYWHERE MORE RUNNING... ooooooooookkk cool
Headache inducing? Really? No
hello, what are your pitch settings for the sun? I picked something like this x -50 (elevation), y -35 (azimuth)
It's looks much better nice work.
it might have been a good idea to actually move slowly so we could see what it looks like instead of speed running.
So cool, absolutely love it, but because I'm a cynical bastard on the internet I need to ask about water caustics and transparent water. This seems to be something path tracing could do some pretty cool effects with. Do you have any ideas on what could be done?
Blender Cycles doesn't do water caustics very well, sadly. For those to show up you'd need like one or more hours of rendering per frame.
And also, Water would need volumetrics, more noise and thus more render time.
He explains in the blog how he attempted to cut noise and render times, water was a compromise that had to be made.
super bright but not bad
Would/could this work with Q3 aswell? I remember literally dreaming of being able to do something like this back in the day. Really cool, big ups
Amazing.
Amazing
How many years did you play the game to speedrun it this way? Seriously good job.
Let me show you Quake's ray tracing doing
B-hop...
Could you do one about CS 1.6? I always wanted to see a fully path traced de_dust2. Or Half Life 1.
I don't get it. Is this all animated or the game itself is modified with Blender somehow
This video was sponsored by *HFUH*
yo who turned on darkplaces full lighting?
this will be quake in 2013
Humm... it would be a pretty wild hack to have Blender bounce the photons and save the face values to .lit files. Not sure how it would work, if one would render an ortho projection of each face alone and somehow get the color delta from the original texture to get how much light hit each lightmap pixel.
It looks pretty good, but it's a little nauseating it was demoed with a speed run.
Had to actually play it back at 0.25 speed to appreciate the visuals lol, but the motion blur kinda ruined it anyway :/ Nice effort though!
Why Is it Linux Only! 😭
Far too much motion blur.
Lighting is nice, but the blur is a giant disservice. When quake released in '96, that's not at all how games looked like in motion on a crt screen. They were 100% sharp in motion, something nearly no lcd/oled can do nowadays, unless strobed- which very little screens do even remotely right. Why would you add any blur to a game from the crt generation, and especially this much, is beyond me.
Because people want more and more realistic graphics, or at least parts of it, like in this case at least the shadows, lighting and motion blur. With the final goal for the games to look indistinguashable from reality. Or the way films look, which of course have a lot of blur. Just freeze frame any film with a car chase.
Your eye has motion blur too, of course.
@@RealTimeFilms Yes, our vision system produces motion blur and that's why adding motion blur is stupid, looks wrong and is far from realistic.
@@prltqdf9 Maybe if all you care is competitive gaming where you strip down all the fluff, but just try to take any action frame from your favorite movies and see how they look. Without motion blur they would look like TV News or TV soap operas.
And I think you can agree that most gamers dream for when video games will finally be able to look photorealistic - like a movie.
Plus there's a difference between too much motion blur, or fake motion blur, and proper subtle motion blur.
Good but, next time turn down the lights, this is Quake and it doesn't have to be this washed out as other people have commented.
Also, motion blur, turn it off.
The rest looks fine.
Please, god, do everything you can to make the textures look less “washed out” before I have to spend the next 10 years staring at this shit in every quake video.
Wtf why
Why not?