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Halifax
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Post by Halifax »

I agree, this is amazing work. I can't wait until the normal maps are applied, I'm liking this!
TheQuestion = 2B || !2B
r2d2
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Post by r2d2 »

Look at the mighty parallax mapped faty!

Image

Currently i'm using the heightmap to create a normalmap and i use this normalmap to parallax map faty via the irrlicht parallax mapping material. As you can see it works :) But it's still not looking like it should. I am currently having some trouble with my own shader. I don't know where irrlicht maps the tangents to and this causes me some trouble ^^ at least i think that this is what causes my shader to just look kinda flat.

[EDIT]
changed the image to point to the right one ^^
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Virion
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Post by Virion »

nice! youshould give it a stronger light and shadow and it will look even closer to the ingame shot. :D
r2d2
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Post by r2d2 »

I now know why my shader doesn't look as good as the one ID uses. ID combines the heightmap and the normal map at loadtime to one new normal map, now i have to figure out how they do that.
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Katsankat
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Post by Katsankat »

Amazing r2d2. They certainly used normal maps generated from a high-poly mesh, then applied post-production in photoshop/Gimp to add extra details! Generate the normal map with code is a fast way, but not the most precise 8)
You can try to get the blue channel from the normal map, and multiply it with the diffuse this bakes ambient occlusion into the diffuse map.
BlindSide
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Post by BlindSide »

I now know why my shader doesn't look as good as the one ID uses. ID combines the heightmap and the normal map at loadtime to one new normal map, now i have to figure out how they do that.
makeNormalMapTexture() generates a normal map from a heightmap and stores the heightmap in the alpha channel of the texture (Hence combined).
ShadowMapping for Irrlicht!: Get it here
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r2d2
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Post by r2d2 »

I knew about makeNormalMapTexture() but i didn't knew that it stores the heightmap in the alpha channel, that's cool, that helps much in circumventing the 4 texture problem without causing trouble :)

Yesterday i tried to improve the performance a little bit, it's far from perfect yet, but i think it is acceptable at the moment. 1000 FPS on a Radeon 4850, Quadcore 2,6Ghz with two animated Models. The CPU is currently the limiting factor.

Here you can grab a demo version for win32 systems and toy around with the shaders, perhaps you will get a better result. It currently uses zfat.md5mesh, walk1.md5anim and imp.md5mesh, imp_idle1.md5anim. If you want to exchange the meshes be careful, that they have to have the same number of bones as their animations (walk1 corresponds to fatty and imp_idle1 to the imp).

Have fun toying around with it! I'm glad about all the feedback i can get.

greetz
r2
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Lonesome Ducky
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Post by Lonesome Ducky »

Looking great so far! Got 500 fps with 512mb Radeon x1650 pro and Dual-core 2.8ghz
r2d2
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Post by r2d2 »

I worked today on improving the performance even further, two animated modles, ~1500 FPS on my machine. I also made several small improvements to the code, it's still Irr 1.5, but i will port it to Irr 1.5.1 when i release it (but i don't think that i will have to make mayor adjustments to the code).

Try it here. It's still windows only.

[EDIT]
corrected the link
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brcolow
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Post by brcolow »

Geforce 7800 GT, ~720 FPS. Fantastic man!
G'Day.
r2d2
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Post by r2d2 »

Ok guys, let's make a feature wishlist. Tell me what do you want? What features should the new skinnedMesh implementation have?

[TODO-LIST]
- implement bounding boxes

[FEATURE-WISHLIST]
- attaching sceneNodes to a specific joint


[EDIT]
i updated my first post with the todo list, the wishlist and the link to the current demo and i will keep it up to date
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devsh
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Post by devsh »

70 to 75 on 9600 XXX edition and 2.16 ghz single core, linux loaded through wine.. are you sure you didn't put vsync on?? I can run the sio2 raytracing demo at 800fps
Nadro
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Post by Nadro »

Great work r2d2 ;) for me ~1200 FPS (Phenom 8650, 2x Radeon 4850). I'm waiting for DirectX release to see CrossFire boost :D Hardware Skinned mesh will be also useful, but it require new (custom will be the best) vertex format in Irrlicht
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
BlindSide
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Post by BlindSide »

I did it without custom format Nadro, I stored the bone ids in the vertex colors (Which no one really uses in animated characters anyway, only for certain effects and static level shadows).
I don't know where irrlicht maps the tangents to and this causes me some trouble ^^ at least i think that this is what causes my shader to just look kinda flat.
Oh I missed this, Irrlicht maps the Tangents and BiNormals to the 2nd and 3rd texcoords respectively.
ShadowMapping for Irrlicht!: Get it here
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r2d2
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Post by r2d2 »

Yeah, hardware skinning should be possible without altering the vertex format, but it might become quite difficult, cause md5 models construct one vertex out of several weights(weights are positions relative to a specific joint). Haven't thought much about it, yet. I just have some ideas how one could do it but i haven't tested them yet.

@BlindSide: I already found it ^^ but thanks :)
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