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.
andrei25ni
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Post by andrei25ni »

those soft particles look great. Can you post a screen with some smoke textures please? to see it in action :D
HerrAlmanack
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Post by HerrAlmanack »

andrei25ni wrote:those soft particles look great. Can you post a screen with some smoke textures please? to see it in action :D
i agree. nothing (almost nothing) ruins a low poly game for me than seeing the hard edge intersection of non-soft particles
stefbuet
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Post by stefbuet »

Here you go:
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devsh
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Post by devsh »

nice soft particles, did you use the geometry shader (just asking, since I was the one who patched irrlicht for them)???

I made my own soft particle in my game once, some screenshots of ninjastar show off my water. Once you start using Soft particles you never go back.
Mel
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Post by Mel »

Great soft particles :)

Uniform Focused shadowmapping. It is tappered to gain more resoluttion on the near objects, bit it is still not the LSPSM. The shadowmap has 512x512 pixels

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"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
devsh
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Post by devsh »

My level editor (very shitty)
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I hope to improve upon this (you can see the grid outside the door)
Virror
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Post by Virror »

Mel wrote:Great soft particles :)

Uniform Focused shadowmapping. It is tappered to gain more resoluttion on the near objects, bit it is still not the LSPSM. The shadowmap has 512x512 pixels

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Giant teapot : D
ent1ty
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Post by ent1ty »

Where?
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!
serengeor
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Post by serengeor »

ent1ty wrote:Where?
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Working on game: Marrbles (Currently stopped).
Mel
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Post by Mel »

There is an environment limit on the shadowmap, Anything farther than that doesn't have shadows, it is still uniform focused.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

muahaha deferred rendering wireframe (DSF discontinuity detection :) ) wireframe as a funking post process! I astounded myself!
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Yoran
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Yoran »

devsh wrote:muahaha deferred rendering wireframe (DSF discontinuity detection :) ) wireframe as a funking post process! I astounded myself!
That looks really nice, all your graphic shots do. Except for the level editor, why not use 1 of the 100 editors that is there and focus on graphics yourself
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

cause my editor does all the prepping for the graphics, what if I need to pump in the polygon IDs into my meshes/batch them/calculate GI probes?
and my editor is what gives me the orgasmingly fast loading times.
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

SSAO at 1/2 resolution straight into the LBuffer.. amazing speed ++ results using DSF filter. I hope I can resolve the thin lines offsetting the SSAO and I hope to blur it somehow and tweak it.

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This is going to look very good when I whack the normal maps and steep parallax mapping in.
fmx

Re: Post Your Irrlicht Screenshots / Render Here.

Post by fmx »

devsh wrote:muahaha deferred rendering wireframe (DSF discontinuity detection :) ) wireframe as a funking post process! I astounded myself!
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Interesting shot 8)
I cant think of a practical usage for it though, unless you use it as a debug process to overlay wireframe on top instead of black and white render
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