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.
ent1ty
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Post by ent1ty »

Sweet sweet parallax

Image
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Radikalizm
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Post by Radikalizm »

Much better :D
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
ent1ty
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Post by ent1ty »

Well, quite frankly, there is no shines in the screenshot :D I haven't implemented it yet, cos i've got much more important things on my mind right now :wink:

I suppose it looks shiny because of the parallax mapping that produces some small artifacts sometimes
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Radikalizm
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Post by Radikalizm »

ent1ty wrote:Well, quite frankly, there is no shines in the screenshot :D I haven't implemented it yet, cos i've got much more important things on my mind right now :wink:

I suppose it looks shiny because of the parallax mapping that produces some small artifacts sometimes
If you're not using any shininess, how are you calculating your specular component?
ent1ty
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Post by ent1ty »

I am not... there is no specular component ATM
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Radikalizm
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Post by Radikalizm »

ent1ty wrote:I am not... there is no specular component ATM
Ok, I assume then that that white spot on your wall is just a closely placed point light? :D
ent1ty
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Post by ent1ty »

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 :P )
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ent1ty
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Post by ent1ty »

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.

Image

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! :P



EDIT: Oh, and yes, the transparent parts can even occlude each other

Image
Last edited by ent1ty on Sat May 21, 2011 2:58 pm, edited 1 time in total.
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shadowslair
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Post by shadowslair »

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... :D
I still remember devsh saying that i couldn't do it. Suck on that! Razz
I highly doubt he meant alpha materials, and not transparent ones.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
ent1ty
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Post by ent1ty »

shadowslair wrote:You simply discard some of the pixels based on the texture alpha value.
Yes, I said that: "Just like solid(unlimited lights etc.), except that you can see through some parts." ;)
shadowslair wrote:
I still remember devsh saying that i couldn't do it. Suck on that! Razz
I highly doubt he meant alpha materials, and not transparent ones.
Even god doesn't know what he means :P
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3DModelerMan
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Post by 3DModelerMan »

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
ent1ty
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Post by ent1ty »

Too much texture lookups. And the walls in the screens look so shiny just because the lights are right on top of them.
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Radikalizm
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Post by Radikalizm »

ent1ty wrote:Too much texture lookups. And the walls in the screens look so shiny just because the lights are right on top of them.
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 result
And besides, it's not at all hard to implement (2 or 3 lines of shader code in your light accumulation)
ent1ty
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Post by ent1ty »

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 :D

So, that's why there is no shines yet.
irrRenderer 1.0
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Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

ent1ty wrote: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 :D

So, that's why there is no shines yet.
I wouldn't set it to zero, shininess is used in a power calculation, so you'd end up with a value of 1 :D
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