Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
Sponza (SphericalHarmonic) from Crytek rendering by ARSA Framework.
http://www.research.scea.com/gdc2003/sp ... ghting.pdf
http://www.research.scea.com/gdc2003/sp ... ghting.pdf
Last edited by wing64 on Sun Nov 20, 2011 12:10 pm, edited 1 time in total.
Re: Post Your Irrlicht Screenshots / Render Here.
use and abuse of the built in Parallax Mapping of Irrlicht ^^U
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
Re: Post Your Irrlicht Screenshots / Render Here.
@wing64: Very nice screens, but why does everything look so grainy? Looks like an SSAO or SSGI post-effect gone wrong
@Mel: Nice screenshots too, only thing is that there's something strange going on with your texture filtering or your mipmap settings. Things start to get blurry really fast, and the screen you submitted for this month's competition has some really heavy moiré patterns
@Mel: Nice screenshots too, only thing is that there's something strange going on with your texture filtering or your mipmap settings. Things start to get blurry really fast, and the screen you submitted for this month's competition has some really heavy moiré patterns
Re: Post Your Irrlicht Screenshots / Render Here.
The moire pattern is due to the editor grid drawing. And i am using trilinear filtering + mip mapping. Disabling the mipmaps slows down the render a bit. Though i guess i could fix the filtering so it is done at a larger distance.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Can't you remove it when rendering? It would look a lot nicer without itMel wrote:The moire pattern is due to the editor grid drawing.
Working on game: Marrbles (Currently stopped).
Re: Post Your Irrlicht Screenshots / Render Here.
Hm, why no aniso?
Re: Post Your Irrlicht Screenshots / Render Here.
I don't see much diference between anisotropic and trilinear filtering.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Finished a vertex lightmapper to bake the light into the vertices The next step is to have a full lightmap generator, but, i don't know yet how will i generate the proper mapping coordinates, so it gives a nice result, and it doesn't look too odd.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
I would also have guessed that anisotropic should look better on your screenshot above. Maybe it's also something with filter-distances.
And great new shot :-)
And great new shot :-)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Post Your Irrlicht Screenshots / Render Here.
thanks I've been messing with the anisotropic, and all the texture tweaking options, and it not always ends well
Presenting Watercolors mode! I've been touching this and that and now it is user selectable, you can have plain (a bit toned down for better performance) bilinear, trilinear by default, and anisotropic filtering for high quality rendering.
Presenting Watercolors mode! I've been touching this and that and now it is user selectable, you can have plain (a bit toned down for better performance) bilinear, trilinear by default, and anisotropic filtering for high quality rendering.
"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.
Cool. It looks kind of like Skyward Sword.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Re: Post Your Irrlicht Screenshots / Render Here.
atmospheric scattering (Sean O'Neil implementation but calculated per pixel) and terrain texture splating based on a heightmap
edit can't get the image to properly display so http://granyte.blogspot.com/2011/12/her ... l?spref=fb
Re: Post Your Irrlicht Screenshots / Render Here.
Had to test point sprites. It has 65k [point sprite] billboards and runs at an almighty 120fps. The same amount done on irrlicht billboards ran at 5fps, but that didn't batch them together; that would be additional code, I'm too lazy.
Re: Post Your Irrlicht Screenshots / Render Here.
Welcome aboard Phallic.
Hendu how do you do this?
Today been importing DEM files from NASA SRTM 3 arcs/second (1 pixel represents 90 meters).
The code does
- Unzip the DEM file,
- Swap bytes for Little Endian,
- Convert to bmp,
- Generate topo color map from elevations,
- Generate lightmap,
- Then bake lightmap into texture (1201X1201 pixels),
- Resize the heightmap to 257X257 pixels
- Render ...
and yes of course it is where I live hahaha
Hendu how do you do this?
Today been importing DEM files from NASA SRTM 3 arcs/second (1 pixel represents 90 meters).
The code does
- Unzip the DEM file,
- Swap bytes for Little Endian,
- Convert to bmp,
- Generate topo color map from elevations,
- Generate lightmap,
- Then bake lightmap into texture (1201X1201 pixels),
- Resize the heightmap to 257X257 pixels
- Render ...
and yes of course it is where I live hahaha