Monsters have nightmares of people
http://irrlicht.sourceforge.net/forum/v ... =6&t=50763
WRMB, Two races in war, just one planet
Purgatory
Just my side project wrapped up in one, HDR rendering with Radiosity Normal Mapping for static lighting. Enviorment made by me in 3ds max, realistic textures free to use, and fp arms freeware from an old halo ce Modder.
My procedural tree
or junggle scene node equiped with cool growing animation. well not just procedural tree, actually the sky and grass also procedural, i can do things like junggle->growTreeAt(x,y,z) or growGrassAt(x,y,z)
My Little I-Dislike-Unity Scene
A little something that I threw together to show my Unity obsessed pal, technologically unimpressive, but it shows use of some of the cool community made scene nodes available for Irrlicht. Uses the Grass Patch, Lens Flair (both from IrrExt) and the (Elvman's) Realistic Water Scene Node. Uses 16x AntiAliasing and a nice skybox from the Irrlicht media/ directory.
SRB work-in progress
Rendering by ARSA Framework. Our techniques e.g. Physically-based rendering, Bokeh-DOF, Color grading, Light propagation volume, HBAO and FXAA.
Every objects in scene control by Bullet Physics rigidbody and ragdoll.
Please submit here for the best screenshot for June 2015! You can submit until the 22th of June. Voting should start soon after that date.
Rules
- Only irrlicht renders allowed,
- Give images a good title and make clear what the title is,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- Add some information about the project/scene,
Notes
- Please show a good quality image with a decent image size.
- If you previously added this to the project announcement section, please write the link.
Rewards
- A special user rank: Competition winner
Screenshot of the Month June 2015 [Winner Announced!]
Screenshot of the Month June 2015 [Winner Announced!]
WINNER- WRMB, Two races in war, just one planet - By joelCañas - with 47% of votes
Last edited by stefany on Fri Jul 03, 2015 11:13 am, edited 3 times in total.
Re: Screenshot of the Month June 2015 [Summit Now!]
WRMB, Two races in war, just one planet
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
Purgatory
Just my side project wrapped up in one, HDR rendering with Radiosity Normal Mapping for static lighting.
Enviorment made by me in 3ds max, realistic textures free to use, and fp arms freeware from an old halo ce Modder.
EDIT
Updated Image I did not have Anisotropic filtering or Bilinear filtering on, this should help the bright areas in the image.
Just my side project wrapped up in one, HDR rendering with Radiosity Normal Mapping for static lighting.
Enviorment made by me in 3ds max, realistic textures free to use, and fp arms freeware from an old halo ce Modder.
EDIT
Updated Image I did not have Anisotropic filtering or Bilinear filtering on, this should help the bright areas in the image.
Last edited by The_Glitch on Fri Jun 12, 2015 3:15 pm, edited 2 times in total.
Re: Screenshot of the Month June 2015 [Summit Now!]
Your blur has some nasty striped artifacts.
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
I think it's because this isn't a Gaussian Blur shader. I could never get them to work in Irrlicht :/ they have better looking results.
Re: Screenshot of the Month June 2015 [Summit Now!]
And the blur is kind of messing with the right hand. But it is an interessting effect...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
What do you mean? Do you mean the bleeding effect around the blur areas?
Re: Screenshot of the Month June 2015 [Summit Now!]
@joelCañas
The menus on the left and right are in Spanish right?
Google Translate says Population, Deaths, Births (from top to bottom)
The little spherical planet is a cool concept, but I imagine your game AI will be somewhat more complicated, I wish you luck!
The menus on the left and right are in Spanish right?
Google Translate says Population, Deaths, Births (from top to bottom)
The little spherical planet is a cool concept, but I imagine your game AI will be somewhat more complicated, I wish you luck!
Re: Screenshot of the Month June 2015 [Summit Now!]
@The_Glitch
Great image, please post a name for that project/screenshot.
Great image, please post a name for that project/screenshot.
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
There updated my original post .
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
@Devsh
Informative nice.
I'm using directx so I would have to convert glsl to hlsl which isn't much of a problem for me.
Informative nice.
I'm using directx so I would have to convert glsl to hlsl which isn't much of a problem for me.
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- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Screenshot of the Month June 2015 [Summit Now!]
This was the particular Gaussian Blur Shader I was trying to use.
CALLBACK
Code: Select all
sampler2D Src;
float4 gaussFilter[7] =
{
-3.0, 0.0, 0.0, 1.0/64.0,
-2.0, 0.0, 0.0, 6.0/64.0,
-1.0, 0.0, 0.0, 15.0/64.0,
0.0, 0.0, 0.0, 20.0/64.0,
1.0, 0.0, 0.0, 15.0/64.0,
2.0, 0.0, 0.0, 6.0/64.0,
3.0, 0.0, 0.0, 1.0/64.0
};
float texScaler = 1.0/128.0;
float texOffset = 0.0;
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 Color : COLOR;
};
PS_OUTPUT ps_main( PS_INPUT In )
{
PS_OUTPUT Out;
float4 color = 0.0;
int i;
for (i=0;i<7;i++)
{
color += tex2D(Src,float2(In.TexCoord.x + gaussFilter[i].x * texScaler + texOffset,
In.TexCoord.y + gaussFilter[i].y * texScaler + texOffset)) *
gaussFilter[i].w;
} // End for
Out.Color = color * 4.0;
return Out;
}
CALLBACK
Code: Select all
class Blur_ShaderH : public video::IShaderConstantSetCallBack
{
public:
Blur_ShaderH() : FirstUpdate(true)
{
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
if (FirstUpdate)
{
WorldViewProjID = services->getVertexShaderConstantID("matViewProjection");
}
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
core::matrix4 matWorldViewProj = worldViewProj;
services->setVertexShaderConstant(WorldViewProjID, worldViewProj.pointer(), 16);
}
private:
s32 WorldViewProjID;
bool FirstUpdate;
};
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- Competition winner
- Posts: 189
- Joined: Tue Oct 16, 2007 3:53 am
- Location: Indonesia
- Contact:
Re: Screenshot of the Month June 2015 [Summit Now!]
my procedural tree
or junggle scene node equiped with cool growing animation. well not just procedural tree, actually the sky and grass also procedural, i can do things like junggle->growTreeAt(x,y,z) or growGrassAt(x,y,z)
or junggle scene node equiped with cool growing animation. well not just procedural tree, actually the sky and grass also procedural, i can do things like junggle->growTreeAt(x,y,z) or growGrassAt(x,y,z)