- Patch 1.5.0 - 26 October 2020
Sprite Sheet maker For a long time I was continously meeting with the same issue: I can't decent sprite sheet maker for frame by frame animation that would be fast (which instantly removes Gimp and Photoshop plugins), would be without obvious bugs, would allow for realtime result preview and would be free. So best course of action was to make my own. Decision was made to simply integrate it into ModLab. With ModLab 1.5 I am releasing this feature to public. Here you can see short video presenting some of possiblities (it was made in middle of the development, some things changed, some were polished). https://www.youtube.com/watch?v=Y1GvjsC0TqQ Batch Exporter There are two other features that were requested. The first one is batch exporter, in this iteration, it is very basic and won't support more complex functionality like combine normal maps, however, it will work fine for basic Norma…
- Patch 1.4.0 - 19 November 2019
New major update is here! This version brings Volume from Alpha which let's you generate normal maps based on volume of objects. This feature might in many cases replace horizontal profiles, but there is nothing stopping you from combining both methods. Since picture is better than thousand words there are some examples: https://media.giphy.com/media/dBOMSIStNvbBfRoB77/giphy.gifhttps://media.giphy.com/media/dBOMSIStNvbBfRoB77/giphy.gif https://media.giphy.com/media/KxbGJ1I6HAl2UADNEk/giphy.gif https://media.giphy.com/media/UnxujdnxQURTHdxynu/giphy.gifhttps://media.giphy.com/media/UnxujdnxQURTHdxynu/giphy.gif Copyright/Attribution Notice: Irina Mir (irmirx) Big thanks to all Patrons. If you would like to support my projects then please visit https://www.patreon.com/RavensLab Patch notes: Volume from Alpha Improved behavior of curve editor Export for individual maps Serie of optimization…
- 4th Poll - 4 June 2019
Well, yesterday release didn't went all that well. Not that are issues with ModLab, at least I am not aware of any, but both reddit posts got shutdown for whatever reason (I no longer even link Patreon nor Steam). Anyway, lets move on. We will do mix of Nebula and Normal maps options this time and see how it goes. 1) Nebula generator - Better asset control: For instance control over asset density, probability of placement of specific asset. Possibly using different noise function with preview for placement. 2) Nebula generator - Planets: I've implemented very advanced atmosphere rendering in past, together with semi procedural planet rendering (as you can see in Wayward Terran Frontier), throwing them into ModLab is viable project, altho list of sliders is going to be massive. 3) Nebula generator - 3D environment: Ability to place assets within pseudo infinite sphere and ability to expo…
- Patch 1.3.0 - 3 June 2019
This patch was focused around Nebula generator. This is first working interation of said feature that will let you export backgrounds into PNG. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31777225%2F49367b14fc88f49c928ab3cbf205fb4385fc9139.png Video tutorial will be up in few days, but in meantime there are some instructions: After starting ModLab click "Background" on top bar. Now you can start loading assets into Level 0. If you don't have assets or if you want to use default assets, you can click "Load Base assets" in bottom left menu to load 5 normal maps. From this point on, it should be straight forward: Poke sliders till you like the result. You can use left click to move omni lights, right click to open their content menu, espace to close that menu. Exported PNGs includes alpha channel, you can remove it in any 2D editor if you don't want to that channel. Yo…
- Tutorial 2 and Patch 1.2.3 - 7 March 2019
https://www.youtube.com/watch?v=e_mjAM945ig Second tutorial describing how is ModLab used for processing ships for Wayward Terran Frontier: Zero Falls https://media.giphy.com/media/fLsoC1wIAEWwMG12LE/giphy.gif Patch notes: Switched Normal A and Normal B channels for combine Renamed Normal 2 map slot to Normal B Fixed issue with dominant light control drag taking priority over load buttons Added export png function for background (WIP) Big thanks to all my Patreons: Kageve Gonswic Zero Falls is Good Dmitri Klein Alex Yang Tiberiumkyle Kevin Zechner If you find this project useful, consider supporting it at Patreon: https://www.patreon.com/user?u=7785848
- Third Poll - 11 November 2018
Don't worry, previous choices didn't go anywhere. We are just taking slightly different approach for this poll. Reason for this is simple, while overall user count is reasonably high (over 8 000), number of Patrons is fairly low. So, this time we will decide general direction. 1) Full 3D support - I will push ModLab in direction of properly supporting 3D. Recently I tested it with full unwrapped textures and I was really pleasantly surprised by results. There would be ability to load your 3D models to preview results in realtime, possibility of support for object space normals (I know it seems like outdated technology but information from object space normals can be incredibly useful) and so on. 2) Nebula generator and exporter - In this case I will focus on finishing background generator, add control over results and ability to export it as image, also as cube map and spherical map for…
- Hotfix 1.2.2b - 12 October 2018
Just removing alpha information from Roughness map export.
- Patch 1.2.2 - 1 October 2018
So, software was originally designed mainly for sprites but over time it grew into very powerful texture processing tool, used by almost 8 000 developers and modders. One of issue that came up from original design is interpolation around edges... NOT anymore. This verison of ModLab will let you chose UV wrapping sampler state. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31777225%2Fc2803147a090885e45ba7d9b11472791fb02a978.png If you like the software and find it useful, then please consider supporting further development on Patreon: https://www.patreon.com/user?u=7785848 I you came across any critical issue please let me know, I will look into it as soon as possible.
- Patch 1.2.1 - 22 September 2018
v1.2.1 -DDS loading support -TGA loading support (without alpha) using .NET Targa Image Reader -Fixed crash on loading Height map before Dif -Automatic flat grey diffuse in case user wants to process just a normal map I had very little time to do some extensive testing altho this required some massive changes. If you run into any issue please let me know.
- Patch 1.2 and Tutorial video - 15 August 2018
Second Patreon voting poll concluded some time ago and I bring goodies. Results shown that users want to improve roughness map, which was admittedly the weakest part of ModLab. To improve it I need some extra data, specifically curvature. This version of ModLab let you generate curvature from Normal map and use it to improve Roughness map. On top of it even if you provide your own Roughness map you can use new data to add some details to it. As seen here: https://media.giphy.com/media/4QFL474mkqMLFiXbWJ/giphy.gif Curvature itself is quite powerful information. For that reason if Curvature is generated it will get saved (unless exporting for WTF:ZF format) and can be used in any 2D editors. Red channel contains grey mid point information, green isolated edges and blue isolated cavities. https://media.giphy.com/media/mPIvPvbDuRtYJfKHCp/giphy.gif I made quick tutorial about using ModLab fo…
- v1.1.1 - 29 May 2018
So user had issue with windows open file dialog and asked for another method of loading files. Alright then, patch v1.1.1 is out and you can now load textures by drag and drop onto load file buttons. Also fixed one possible crash that I accidentaly discovered.
- Patch v1.1 released - 21 May 2018
Patch it out! Since I've elaborated content of this patch in blog posts I will keep this short and just link them: Main features: Complete rework of medium and large elements, greatly increasing their quality and flexibility: https://steamcommunity.com/games/768970/announcements/detail/1671276544921786698 https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31777225%2Fb2fa1b5c310106e465ef1a948f85f0d87f6b99a2.png Optimization resulting in massive fps gain when processing large textures: https://steamcommunity.com/games/768970/announcements/detail/1669026014353287013 https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31777225%2F01160601c1c84ff54ac31b79d076c49f3b5a17e1.png There are also some quality of life improvements as slider value normalization and left menu scrollbar mouse wheel response. I am going to monitor feedback for a week after which I will start Pa…
- Preview: patch v1.1 part 2 - 17 May 2018
Alright, so other part of this update: Optimization First of all I need a reasonable goal. Processing a 4k x 4k texture on a 4 years old mid tier GPU at 60 fps seems like a reasonable goal, so let's aim for that. To make it fun let's include the latest changes with the most performance hungry settings (using largest possible kernels for small and medium elements). So initial test: Load texture, Generate From Diffuse set, set the highest radius for both elements + using most complicated kernel aaaaand we are at 17 fps. Alright, so I need to make this aprox 3 times faster. In terms of rendering this is kinda scary especially considering that I was trying to make this efficient in first place and I am not going to compromise quality in any way. First of all let's do some profiling to see what's the most expensive, I have pretty good idea but it is good to confirm and see how exactly expens…
- Preview: patch v1.1 - 2 May 2018
First Patreon poll concluded some time ago and since then I am have been working on the two most voted options. Since talking about optimization would be boring I will talk about other one, which is nothing else than quality of medium and large generated elements. The issue: As I stated in the poll I knew about the issue. I generally discouraged people from using medium and large elements and stick with pixel perfect small ones which would do for most of the cases but not always and it was limiting factor for Modlab's flexibility. The issue was caused by my approach for medium and large elements which was to simply undersample input data thus processing smaller images and then upscaling them back. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31777225%2F87d0487bd881cac1b7db79f4047c2644ffd1b664.png As you can see on the images above that caused some artifacts and that…
- First Patreon poll - 27 February 2018
All Patrons (in this round this includes suporter tier) are able to vote in current poll which will run till Monday 12th March after which I will start working on implementation of winning option. 1) Image export for Background generator - In this iteration I would be aiming to create export into one layer 2D image. Resolution would be settable between 512x512 to 4096x4096. In future this would open path for further improvement of space background generator and very possibly export of spherical 360 3d map. 2) Ability to chose shader model - Schlick's approximation is currently used for rendering, on top of that it is slightly modified version. I would like to offer option to pick between several shader models. First additional model would be very basic phong model (which is much more primitive than currently used Schlick). Main motivation behind this would be creating framework itself f…
- First Patreon poll - 27 February 2018
All Patrons (in this round this includes suporter tier) are able to vote in current poll which will run till Monday 12th March after which I will start working on implementation of winning option. 1) Image export for Background generator - In this iteration I would be aiming to create export into one layer 2D image. Resolution would be settable between 512x512 to 4096x4096. In future this would open path for further improvement of space background generator and very possibly export of spherical 360 3d map. 2) Ability to chose shader model - Schlick's approximation is currently used for rendering, on top of that it is slightly modified version. I would like to offer option to pick between several shader models. First additional model would be very basic phong model (which is much more primitive than currently used Schlick). Main motivation behind this would be creating framework itself f…
- v1.0.1 - 23 February 2018
First minor patch, generally quality of life changes. v1.0.1 Fixed window maximalization and snapping Ctrl + Scroll for zoom to position Smoother scroll Removed camera autocentering Inverted zoom Removed some old license note* Patchlog *To be clear, you can use ModLab for both Commercial and Noncommercial projects.
- v1.0.1 - 23 February 2018
First minor patch, generally quality of life changes. v1.0.1 Fixed window maximalization and snapping Ctrl + Scroll for zoom to position Smoother scroll Removed camera autocentering Inverted zoom Removed some old license note* Patchlog *To be clear, you can use ModLab for both Commercial and Noncommercial projects.