Screenshot of the Month May 2011 [Winner Announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Screenshot of the month May

Poll ended at Sat Jun 04, 2011 10:16 pm

celeron55 - Mountain in the Horizon
9
24%
Klunk - studio ghibli like graphical look
7
18%
Zester -The Hunter-
16
42%
Lonesome Ducky - Depth Shader
1
3%
ent1ty - irrRenderer
5
13%
 
Total votes: 38

Kalango
Posts: 157
Joined: Thu Apr 26, 2007 12:46 am

Post by Kalango »

Pretty good DOF, awesome quality!
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

irrRenderer

Image


What you can see:
Deferred rendering
Normal mapping
Antialiasing
Bloom(it's very subtle, I like it that way)

Oh, and to do the lighting calculations instead of quadratic or linear attenuation, I use logarithmic attenuation. It's something I came up with while sitting in school :)
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!
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

ent1ty wrote:iOh, and to do the lighting calculations instead of quadratic or linear attenuation, I use logarithmic attenuation. It's something I came up with while sitting in school :)
Talking about lighting calculations, when looking over shaders found in examples and tutorials online I see a lot of people doing their lighting in gamma-space instead of linear space, which actually gives a skewed result (since you're working with a curve)
eg. Say you would multiply your scene output by (0.5, 0.5, 0.5, 1.0) (RGBA), in linear space this would result in your final output color actually being half as bright as the color before doing the calculation, while you wouldn't even get close to this in gamma space
I made the switch from gamma space to linear space in my lighting calculations a while back, and it takes a while to get used to, but it feels more natural to do calculations this way


And about your screenshot:

Looks nice, although I think only normal mapping is not enough for those walls, would be better with some parallax mapping
Everything else looks great though ;)
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Yes, I am working on parallax mapping right now. :wink:

About your gamma space - I don't quite understand. Could you make it clearer(or post some link)?
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!
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Post by hendu »

edit: please remove, posted right after the move.
Last edited by hendu on Fri May 20, 2011 4:09 pm, edited 1 time in total.
hybrid
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Post by hybrid »

Strong99
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Post by Strong99 »

Vote now for the best screenshot of May 2011!
The poll will be active until June the 5th
LizardGamer
Posts: 83
Joined: Fri May 28, 2010 8:59 am
Location: Perth, Australia

Post by LizardGamer »

Zester -The Hunter-, Lonesome Ducky - Depth Shader, and ent1ty - irrRenderer.

But really I would give it to Zester!

Zester my eyes exploded when I saw that! :shock:
Strong99
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Post by Strong99 »

And this months winner is Zester with its screenshot -The Hunter-. Congratulations!
Last edited by Strong99 on Tue Jun 07, 2011 4:19 pm, edited 1 time in total.
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

strong99 wrote:And this weeks winner is Zester with its screenshot -The Hunter-. Congratulations!
You mean Month or is this now a weekly competition?
Working on game: Marrbles (Currently stopped).
Strong99
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Post by Strong99 »

I don't know :shock: possibly...





But, I changed it anyway. Thanks ;)
Someone college walked by and talked about weeks instead and since I was already late for the competition and in a hurry that went wrong :P
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