Post Your Irrlicht Screenshots / Render Here.
Sweet sweet parallax
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
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Height2Normal v. 2.1 - convert height maps to normal maps
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Much better
Maybe lower the wall's shininess a bit, looks like plastic right now
I posted this article in the thread about gamma correction, it's about a fresnel approximation for real-time rendering
This can add even more realism to your lighting model and is rather cheap to do in a deferred renderer, it's giving real nice results in my renderer so maybe you could benefit from it too
Maybe lower the wall's shininess a bit, looks like plastic right now
I posted this article in the thread about gamma correction, it's about a fresnel approximation for real-time rendering
This can add even more realism to your lighting model and is rather cheap to do in a deferred renderer, it's giving real nice results in my renderer so maybe you could benefit from it too
Well, quite frankly, there is no shines in the screenshot I haven't implemented it yet, cos i've got much more important things on my mind right now
I suppose it looks shiny because of the parallax mapping that produces some small artifacts sometimes
I suppose it looks shiny because of the parallax mapping that produces some small artifacts sometimes
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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If you're not using any shininess, how are you calculating your specular component?ent1ty wrote:Well, quite frankly, there is no shines in the screenshot I haven't implemented it yet, cos i've got much more important things on my mind right now
I suppose it looks shiny because of the parallax mapping that produces some small artifacts sometimes
I am not... there is no specular component ATM
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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Yes, it's like 10 cm from the wall(the tomb has about 2m in height). I guess I should add some billboard or something to show the position of the light(also to showcast the no lightning material flag )
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
I've just implemented transparent alpha ref materials, which don't require additional render pass and I don't use forward rendering to render them. Just like solid(unlimited lights etc.), except that you can see through some parts.
The cube in the front has material flag lighting set to true, the billboards near the walls to false.
I still remember devsh saying that i couldn't do it. Suck on that!
EDIT: Oh, and yes, the transparent parts can even occlude each other
The cube in the front has material flag lighting set to true, the billboards near the walls to false.
I still remember devsh saying that i couldn't do it. Suck on that!
EDIT: Oh, and yes, the transparent parts can even occlude each other
Last edited by ent1ty on Sat May 21, 2011 2:58 pm, edited 1 time in total.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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You simply discard some of the pixels based on the texture alpha value. What`s so special about it? If you can render unlimited amount of transparent layers without forward pass in Dx9 this will be something new...
I highly doubt he meant alpha materials, and not transparent ones.I still remember devsh saying that i couldn't do it. Suck on that! Razz
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Yes, I said that: "Just like solid(unlimited lights etc.), except that you can see through some parts."shadowslair wrote:You simply discard some of the pixels based on the texture alpha value.
Even god doesn't know what he meansshadowslair wrote:I highly doubt he meant alpha materials, and not transparent ones.I still remember devsh saying that i couldn't do it. Suck on that! Razz
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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You should have specular maps. They can remove some of the plastic like look. All you have to do is use the pixel value from the specular map instead of the material value when you render to the G-Buffer.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Too much texture lookups. And the walls in the screens look so shiny just because the lights are right on top of them.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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I actually find it strange you haven't implemented specular lighting yet, it's a very important aspect of any lighting model and is absolutely needed to get a realistic resultent1ty wrote:Too much texture lookups. And the walls in the screens look so shiny just because the lights are right on top of them.
And besides, it's not at all hard to implement (2 or 3 lines of shader code in your light accumulation)
I don't find it very appealing, so even if I did implement it, first thing I would do is set the shines of every material in my scene to 0
So, that's why there is no shines yet.
So, that's why there is no shines yet.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium