Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
Best wishes for all you 3D coders out there for TWENTY SIXTEEN!!
Re: Post Your Irrlicht Screenshots / Render Here.
By reading the pixels of a cubemap following a spherical projection. The sphere mapping grants that every pixel is properly connected to its neighbours, and that makes a seamless mapVectrotek wrote:Wow! pretty cool! How did you get seamless reflection mapping on the dwarf?
Thought I'd also post a few screenshots as I just figured out how to do plane based fog.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Finally! a feature requested since a VERY long time, the cubemaps, have finally made it to Irrlicht on both GL and D3D9! Even if there are still some missing features, as for example, loading cubemap files (.dds,.pvr and so on...), or updating cubemaps in real time so they can be used to generate dynamic cubemaps, they work!
Good work guys!
Good work guys!
"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.
Lookin' good.
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Re: Post Your Irrlicht Screenshots / Render Here.
Vectrotek great fog shader was looking to implement in irrlicht but you beat me to it, do you have a source project for it?
Re: Post Your Irrlicht Screenshots / Render Here.
Hello, today I show rendering image from ARSA Framework, that model I download from http://www.ten24.info
A1 size (14.7 and 11.2 Mb)
http://sarosworld.com/arsa_render_10005289.jpg
http://sarosworld.com/arsa_render_9941886.jpg
A1 size (14.7 and 11.2 Mb)
http://sarosworld.com/arsa_render_10005289.jpg
http://sarosworld.com/arsa_render_9941886.jpg
Re: Post Your Irrlicht Screenshots / Render Here.
Hi !
My ScreenShots from my code AutoRagDoll with Bullet engine and rendered in Irrlicht
With debug info
No debug
My ScreenShots from my code AutoRagDoll with Bullet engine and rendered in Irrlicht
With debug info
No debug
There's something is fantastic, there's nothing is absolute.
Re: Post Your Irrlicht Screenshots / Render Here.
Looks great wing.
Awsome Tri' (Ban co' tutorial khong? Cho anh em hoc hoi voi.). Nhat la complex shader tutorial. Kiem ben blog cua ban ma khong thay.
Awsome Tri' (Ban co' tutorial khong? Cho anh em hoc hoi voi.). Nhat la complex shader tutorial. Kiem ben blog cua ban ma khong thay.
Re: Post Your Irrlicht Screenshots / Render Here.
Condominium, rendering by ARSA Framework.
Information:
Tris: 4,341,374
Fps: 98
RT: 1080p
Shadow: 2k
HBAO: 1k
Light: 1 Directional light.
Ref:
Model download from: http://www.turbosquid.com/3d-models/res ... ax/1017272
Cubemap download from: Hipshot @ http://www.zfight.com
More screenshot:
arsa_render_1784942.jpg arsa_render_2653750.jpg arsa_render_2821029.jpg
arsa_render_3122241.jpg arsa_render_3158021.jpg arsa_render_3306247.jpg
arsa_render_3331278.jpg arsa_render_3397089.jpg arsa_render_3411042.jpg
arsa_render_11588614.jpg arsa_render_11823308.jpg arsa_render_11962297.jpg
Information:
Tris: 4,341,374
Fps: 98
RT: 1080p
Shadow: 2k
HBAO: 1k
Light: 1 Directional light.
Ref:
Model download from: http://www.turbosquid.com/3d-models/res ... ax/1017272
Cubemap download from: Hipshot @ http://www.zfight.com
More screenshot:
arsa_render_1784942.jpg arsa_render_2653750.jpg arsa_render_2821029.jpg
arsa_render_3122241.jpg arsa_render_3158021.jpg arsa_render_3306247.jpg
arsa_render_3331278.jpg arsa_render_3397089.jpg arsa_render_3411042.jpg
arsa_render_11588614.jpg arsa_render_11823308.jpg arsa_render_11962297.jpg
Last edited by wing64 on Tue Jun 07, 2016 12:56 pm, edited 1 time in total.
Re: Post Your Irrlicht Screenshots / Render Here.
The shadows of the balconies are intermittent - there are 11 levels that have none! I think the shadow map is too small for the detail.
Re: Post Your Irrlicht Screenshots / Render Here.
@thanhle: Thanks.
@mongoose7: Thank you, right! because size of shadowmap.
@mongoose7: Thank you, right! because size of shadowmap.
Re: Post Your Irrlicht Screenshots / Render Here.
Convex polygon clipping. The red octagon is done by clipping the original white quad with 4 planes. The octagon can be rendered solid or wireframe. My next step will be to clip convex brushes and create complex geometry with them. And in a potential future, build a BSP structure out of them...
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Long time since I last touched irr.
Re: Post Your Irrlicht Screenshots / Render Here.
Soon... pictures of deferred clustered shading will come forth