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.
stefbuet
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Post by stefbuet »

Just a little app I made to illustrate a presentation about physic engines at my school. Basicly it's just a scene with spheres falling. I'm using my lighting manager with deferred lighting here (2 point light + 1 spot light (camera), 1 point light shadow) I still have to work on those shadows, there are transparent when occluder-occluded distance is small. Water is a simple transparent material (rendered with forward method). Antialiasing with edge detection (depth + normals)

Image
hendu
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Post by hendu »

Image

Made a wind shader, and tested it with some grass. (yes, I know, you can just feel the movement in a still picture)
ChaiRuiPeng
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Post by ChaiRuiPeng »

that actually looks nice and clean.

may we get any numbers, performance wise? :)

EDIT: you can't imagine how much life movement can bring to an environment.

I'd rather see simple blades of grass (like yours), hundreds of them them done efficiently and moving in a realistic manner with the wind, done with shaders, rather than many many billboards with 512 x 512 textures or whatever.
Last edited by ChaiRuiPeng on Fri May 06, 2011 3:41 pm, edited 1 time in total.
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ent1ty
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Post by ent1ty »

It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something :lol:
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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ChaiRuiPeng
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Post by ChaiRuiPeng »

ent1ty wrote:It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something :lol:
i'm assuming he's using geometry shader flowline to optimize highly :)
ent1ty wrote: success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
at a cost measure in computer resources ;)
ent1ty
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Post by ent1ty »

Still, even AAA games use textured planes for this. The performance cost is just not worth it, as you can get a very similar effect with the textures planes.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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hendu
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Post by hendu »

that actually looks nice and clean.
Thanks :) I'm just starting out, playing with shaders
may we get any numbers, performance wise?
My drivers appear to force some kind of vsync even though I have it off, my fps is 120 both with and without the shader. This is a Radeon HD4350, and the grass mesh has ~7200 tris according to the irr mesh viewer.
It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something
This patch is a single mesh. Untextured, the color is set in the shaders.
i'm assuming he's using geometry shader flowline to optimize highly
Vertex shader only :D
Still, even AAA games use textured planes for this. The performance cost is just not worth it, as you can get a very similar effect with the textures planes.
It looks pretty damn nice though, so if I were making a game, I'd either use this in well picked spots, or maybe do some kind of LOD. Something where grass nearby is this and farther some impostor.
roelor
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Post by roelor »

You could add it to your game as a grafic feature, when someone selects powerhouse as grafics mode :)
lazerblade
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Post by lazerblade »

I'm just wondering, what kind of toll would anti-aliasing have on the framerate? I know it can make a big difference framewise, but it can also take an already awesome scene like this and make it just unbelievable. I guess Most of what's impressive about this is how it keeps a high framerate, which would go away if you added too many effects and extra stuff.
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Radikalizm
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Post by Radikalizm »

lazerblade wrote:I'm just wondering, what kind of toll would anti-aliasing have on the framerate? I know it can make a big difference framewise, but it can also take an already awesome scene like this and make it just unbelievable. I guess Most of what's impressive about this is how it keeps a high framerate, which would go away if you added too many effects and extra stuff.
Depends on which AA technique you're applying, something like MSAA would probably kill your framerate for example
andrei25ni
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Post by andrei25ni »

Image
loki1985
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Post by loki1985 »

@andrei25ni: nice, your skybox works wonderful here
Radikalizm
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Post by Radikalizm »

@andrei25ni:

I love the detail of the cables and the support tower in the background, gives a nice touch to it

This scene could maybe use some Mie-scattering, since you use a rather foggy skybox/dome it would blend the scene with the background very nicely making it even more convincing
roelor
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Post by roelor »

or maybe a very mild blue fog effect.
andrei25ni
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Post by andrei25ni »

Hey guys thanks for the feedback :)

I do have a blue fog applied, but wasn't that noticeable in that screen.

Image

The game doesn't have any kind of shadows or post effects, when I'll add those it will look more immersive.
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