Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

That first image looks insanely cool!
you guys are insane!
Yeah, it looks insaaane :D

Oh yeah, do you bake the AO into the color map?
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

oh my....

...omaremad has the code for static AO.


..drool..

Anyway, I'm just happy with all these cool images being posted by you guys. We could make an awesome code sometime later in the near future, with all these enhancements folded into the SDK.

It would be nice to have a tesselation node added in XEffects, much like the tesselation node found in RenderMonkey.
Image
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

BlindSide wrote:
That first image looks insanely cool!
you guys are insane!
Yeah, it looks insaaane :D
that's why it's call insane bump. :D
xsocom
Posts: 80
Joined: Thu Sep 13, 2007 8:34 am

Post by xsocom »

Blindside:

Maybe add some sort of sun projection :)?
oldskoolPunk
Posts: 199
Joined: Wed Nov 29, 2006 4:07 am

Post by oldskoolPunk »

dlangdev wrote:oh my....

...omaremad has the code for static AO.


..drool..
huh?
Signature? I ain't signin nuthin!
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

Hey, look...

Hardware tesselation demo with code and executable all right in here:

http://null-ptr.blogspot.com/2008/07/us ... n-dx9.html

Nice. I will have to set-aside a time for this one, real soon.
Image
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

means we are going to see some real kick-ass screenshots soon. :D
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

It should raise render quality for near objects. I would imagine meshes near to the camera will be tesselated to level 14, other mesh objects will be be set to 10 or even lower.

Image
Last edited by dlangdev on Tue Dec 09, 2008 5:36 pm, edited 2 times in total.
Image
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

oldskoolPunk: Omar has figured it out, ambient occlusion baking using his own code. Nice.
Image
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

I'm trying to mess with shadow maps. Is there any way to use multiple UVW coordinates in shaders? given that the model already have them. Is the best way to use shadow maps.

MAX8 screens
Image

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

Wheres my jaw I cannot find it..
Oh there it is, it fell on the ground :shock: .
oldskoolPunk
Posts: 199
Joined: Wed Nov 29, 2006 4:07 am

Post by oldskoolPunk »

dlangdev wrote:oldskoolPunk: Omar has figured it out, ambient occlusion baking using his own code. Nice.
Oh ok, thats cool I guess. Now for some realtime AO like Blinside has done?
Mel wrote: Is there any way to use multiple UVW coordinates in shaders?
gl_TexCord[1] = gl_MultiTexCoord1 , unless you want normal maps too, then you gotta do somthing fancy because Irrlicht overwrites it for some odd reason instead of using the correct variables. Nice room there! You are getting alot of loud comments. I should break out some of my old stuff, too :)
Signature? I ain't signin nuthin!
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Omar has done realtime GI/AO too, maybe he will share some of his screens with us. :D
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
wyrmmage
Posts: 204
Joined: Sun Mar 16, 2008 3:12 am
Contact:

Post by wyrmmage »

Incredibly nice-looking room there, Mel! :)
Worlds at War (Current Project) - http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) - http://rpg.naget.com
fmx

Post by fmx »

shadows really help to define and enhane any sort of render.
shame those are from Max only, it'd be cool to see you achieve these results in Irrlicht (and you're not far off really)

great stuff :)
Post Reply