IRRAGEN-Shader Based Procedural Terrain System
IRRAGEN-Shader Based Procedural Terrain System
Ok this release is not even version 0.0001, but i need criticisims since "beauty" is diffrent from person to person.
Ok what it does:
-Takes small art assets and procedurally maps them onto a terrain.
-Biologically correct grass growth.
-Infinite number of grass blades (this thing is bottlenecked by screen resolution rather than scene size or grass density)
-It looks pretty
-offers fast terrain lighting and bloom(without using any HDR pipelines!)
consumes two rendertargets.
STAY OFF THE GRASS the effect looks ugly at low distances from the camera.
also The LOD on the terrain makes it look bad, i think...
Start the demo on lowres(lightpower 1) first and please quote frame rates.
Its hard to post screens since jpegs artefactall the small details
demo(732kb)
http://www.megaupload.com/?d=HLPUHX36
Ok what it does:
-Takes small art assets and procedurally maps them onto a terrain.
-Biologically correct grass growth.
-Infinite number of grass blades (this thing is bottlenecked by screen resolution rather than scene size or grass density)
-It looks pretty
-offers fast terrain lighting and bloom(without using any HDR pipelines!)
consumes two rendertargets.
STAY OFF THE GRASS the effect looks ugly at low distances from the camera.
also The LOD on the terrain makes it look bad, i think...
Start the demo on lowres(lightpower 1) first and please quote frame rates.
Its hard to post screens since jpegs artefactall the small details
demo(732kb)
http://www.megaupload.com/?d=HLPUHX36
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
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- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
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- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
I get 30 on low res on a 6200 (only 2 pixel cores version) xp, i might manage to test this on a 7600 xp, ill just have to reach it. As for ati, its probably my bad casting habbits ill analyse any warnings from the compiler.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Was that low res or higf res? Anyway why is this so slow on other peoples cards? my cards runs it at 30 and its a allllllot weaker than those geforce 7's
for those who actually manage to run the effect i want your opnions too.
Anyway here is a picture of it:
for those who actually manage to run the effect i want your opnions too.
Anyway here is a picture of it:
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Ok im nearly finished on the blender shader but the vector blur compositer seems broken here (help anyone with blender knowldge in cposite nodes) . Anyway if you want more volume to the grass change this line in nr.frag
to
now the grass sticks out more rather than following the contours of the terrain too much.
Code: Select all
gl_FragColor = vec4(pow((normalize(Normal.xyz*offset)+Normal.xyz),2),0)*(rawNormal.y*2);
Code: Select all
gl_FragColor = vec4(pow((normalize(Normal.y*offset)+Normal.xyz),2),0)*(rawNormal.y*2);
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p