I just finished work on a simple light manager that hopefully will bring restriction free lighting to irrlicht users, problem is that I need a demo scene before i release it for testing how far i can push the tech.
I can use blender and create high to low poly assets, the problem is... on the art side when I open blender I get a blank mind and have no idea what to model.
So the question is, how do you guys get inspiration for your scenes? I cant think of any interesting scenes to model.
Inspiration... how to get it
Inspiration... how to get it
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
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When showing off technical details you shouldn't focus too much on the art aspect, you should try to build a scene which intensifies the technical aspect of the feature you're trying to show
When it comes to lighting you could use a lot of random objects with different material settings, or a dynamically lit city scene by night
And restriction-free lighting is a rather broad term don't you think? You can never get rid of the fact that in a forward renderer you'll always have a complexity of O(m*n) for lighting, turning off lights based on certain conditions, 'merging' lights or even calculating disabled lights into a GI factor can create the illusion of having a lot of lights with a relatively good speed (although it depends on the management algorithm used), but a G-buffer based setup as in deferred or inferred lighting (and variations) will probably always have the upper hand when it comes to a high amount of dynamic lights
A good light manager is always a good initiative though, it can certainly help in handling your light budget to squeeze that little bit of extra performance out of your forward renderer
When it comes to lighting you could use a lot of random objects with different material settings, or a dynamically lit city scene by night
And restriction-free lighting is a rather broad term don't you think? You can never get rid of the fact that in a forward renderer you'll always have a complexity of O(m*n) for lighting, turning off lights based on certain conditions, 'merging' lights or even calculating disabled lights into a GI factor can create the illusion of having a lot of lights with a relatively good speed (although it depends on the management algorithm used), but a G-buffer based setup as in deferred or inferred lighting (and variations) will probably always have the upper hand when it comes to a high amount of dynamic lights
A good light manager is always a good initiative though, it can certainly help in handling your light budget to squeeze that little bit of extra performance out of your forward renderer
Re: Inspiration... how to get it
LSD ! ! !omaremad wrote: So the question is, how do you guys get inspiration for your scenes? I cant think of any interesting scenes to model.
lol, I think that would make things worse.
Maybe NZT would be a better option
(if you dont know what it is, watch Limitless)
Seriously though, inspiration rarely comes when you need it.
You could always search on youtube or net for similar demos and see what you could do similarly or differently
Maybe NZT would be a better option
(if you dont know what it is, watch Limitless)
Seriously though, inspiration rarely comes when you need it.
You could always search on youtube or net for similar demos and see what you could do similarly or differently
To get inspiration, you just gotta get out and start living life
Also, for me, listening to music and just thinking about whatever comes to my mind works too
Also, for me, listening to music and just thinking about whatever comes to my mind works too
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!