Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
Devsh, with some modifications, it could be made to look like a pencil drawing (keep the edges wavy but a little smoother to look like hand drawing, also a litte smudge here or there .. or straighten them out completely and go for a blueprint style of drawing), it could be quite an interesting artistic style for some game. Make the image transparent so only the lines are visible, add an paper surface texture backdrop and you're set.
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Re: Post Your Irrlicht Screenshots / Render Here.
@hendu:
Sweet! Any performance statistics? Did you try it out on more complex scenes already?
MLAA is somewhere far back on my to-do list too
Sweet! Any performance statistics? Did you try it out on more complex scenes already?
MLAA is somewhere far back on my to-do list too
Re: Post Your Irrlicht Screenshots / Render Here.
Currently gathering statistics, but it's not that optimized yet. More complex scenes work just as well, but as expected more aliasing = less performance.
It's in GLSL and the minimum hw is Radeon X1xxx and Geforce 6.
It's in GLSL and the minimum hw is Radeon X1xxx and Geforce 6.
Re: Post Your Irrlicht Screenshots / Render Here.
could you share some code and I'll share some of mine with you (or you can have my services for some small thing like godrays or ssao, or just technical consultancy)
Re: Post Your Irrlicht Screenshots / Render Here.
Thanks, but I don't really have any Irrlicht project underway right now.
BTW, the code for this is public There goes my free consultancy or SSAO
The credits go to Jorge Jimenez really, it's a port of his algorithm for DX. I'll start a separate topic for my code soon.
BTW, the code for this is public There goes my free consultancy or SSAO
The credits go to Jorge Jimenez really, it's a port of his algorithm for DX. I'll start a separate topic for my code soon.
Re: Post Your Irrlicht Screenshots / Render Here.
Godrays implemented as a postproduction effect!
http://http.developer.nvidia.com/GPUGem ... _ch13.html
I have done a(nother) modification to Irrlicht so you can clear the backbuffer without clearing the z-Buffer
http://http.developer.nvidia.com/GPUGem ... _ch13.html
I have done a(nother) modification to Irrlicht so you can clear the backbuffer without clearing the z-Buffer
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: Post Your Irrlicht Screenshots / Render Here.
Ahh, good ol' gpu gems, I've implemented that effect in irrlicht too a while ago to test my post-processing framework
One question though, how can you have crepuscular rays in outer space, seeing as you need dense dust particles for those (or is your scene encapsulated by a dome or something like that?)
One question though, how can you have crepuscular rays in outer space, seeing as you need dense dust particles for those (or is your scene encapsulated by a dome or something like that?)
Re: Post Your Irrlicht Screenshots / Render Here.
There's ALOT of dust(and gas) in space.
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Re: Post Your Irrlicht Screenshots / Render Here.
Sure, but enough gathered in one place like that to create those crepuscular rays would be a rather rare situationACE247 wrote:There's ALOT of dust(and gas) in space.
I've never seen a picture taken outside of our atmosphere which had crepuscular rays, but feel free to prove me wrong of course
Re: Post Your Irrlicht Screenshots / Render Here.
Well the thing is, crepuscular rays can only be observed when we get very close to the occluding object. Because they spread so far out immediatley afterwards, that if we observed a galaxy from 5 MLy away, they'd be so far spread apart we couldn't see them!
Here are some though, nearby nebulae(unimaginable amounts of dust in one place):
Here are some though, nearby nebulae(unimaginable amounts of dust in one place):
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Re: Post Your Irrlicht Screenshots / Render Here.
I'm not sure, but aren't the EM waves those clouds emit outside of the range of visible light?
Also, I'm certainly not arguing the presence of such particles, I'm perfectly aware of the fact that they're there, it's just that the presence of crepuscular ray in an non-atmospheric setting looked strange to me, as crepuscular rays are pretty much defined as phenomena which appear within an atmosphere
Doesn't matter that much though, it still looks nice in Mel's scene
Also, I'm certainly not arguing the presence of such particles, I'm perfectly aware of the fact that they're there, it's just that the presence of crepuscular ray in an non-atmospheric setting looked strange to me, as crepuscular rays are pretty much defined as phenomena which appear within an atmosphere
Doesn't matter that much though, it still looks nice in Mel's scene
Re: Post Your Irrlicht Screenshots / Render Here.
I like those crepuscular rays!
Here is an in-game screenshot :
deferred lighting
dual paraboloid VSM
faked reflexion/refraction (taking into account lighting & shadowing!)
bloom & antialiasing as postprocess
1280x1024, FPS will be improved for sure.
[shadow maps :2x2048x2048]
Physic simulation @ 100Hz
System: Phenom II X3 @ 2.6GHz, GeForce 260GTX...
Here is an in-game screenshot :
deferred lighting
dual paraboloid VSM
faked reflexion/refraction (taking into account lighting & shadowing!)
bloom & antialiasing as postprocess
1280x1024, FPS will be improved for sure.
[shadow maps :2x2048x2048]
Physic simulation @ 100Hz
System: Phenom II X3 @ 2.6GHz, GeForce 260GTX...
CuteAlien wrote:coders are well-known creatures of the night
Re: Post Your Irrlicht Screenshots / Render Here.
Your game is starting to look very much like Neverball.
Re: Post Your Irrlicht Screenshots / Render Here.
Looking goodstefbuet wrote:I like those crepuscular rays!
Here is an in-game screenshot :
deferred lighting
dual paraboloid VSM
faked reflexion/refraction (taking into account lighting & shadowing!)
bloom & antialiasing as postprocess
1280x1024, FPS will be improved for sure.
[shadow maps :2x2048x2048]
Physic simulation @ 100Hz
System: Phenom II X3 @ 2.6GHz, GeForce 260GTX...
All that white in the background is blinding though