Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
christianclavet
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by christianclavet »

Sorry, I've made a mistake about the 2 UV set support... I double checked and yes, unfortunately it support only 1 set of UV for the OBJ format.

You should try collada then. This format is slow, but is made for interexchange. But I've never tried it much with Irrlicht. Once you have the model in Irrlicht for speed you could save it in .B3D from there.
Vectrotek
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Mmm.. I did once try to load two identical objects with differing UV sets then
tried to programatically transplant one set into another.
The problem was that when I exported these two objects (one with plain UV Map and one with a Lightmap)
the indexing into the data in the model changed causing bogus memory index reads.

All I know is that if I could get two identical versions of an object where only
the UV Locations differ, then a First item could be load and set (in irrlicht) to have 2 UV sets .
Then the second object is loaded and its UV locations transplanted into the second UV Map i.e. Lightmap..
(the second object would then be dropped of course)

The issue, I think, is to get a "3D App Title" that can export two objects with IDENTICAL UV Index Refs yet different
UV positions.. (still looking)

IRRB seems to be the only way this can be done easily (and only from blender) and in very large ascii format..
(a working binary form of IRRMESH could help)

The last resort would be to write a complex routine that would analyze the two model polys and "smartly" match up
the UV Locations..

I'm wondering now about Copper Cube and IRR Edit..

An interesting problem..
Vectrotek
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Reached a point where smart shaders and deferred rendering etc won't mean much without a good "Scene Management System"..
Trying to learn Irrlicht's "Scenegraph"..
(still not able to properly inter-relate my own classes publicly to Irrlicht classes like "ISceneNode")

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devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

Full software, one thread and from the grounds up rasterizer with full anisotropic filtering emulation

Even emulated MSAA, hiZ and render to texture

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Brainsaw
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Brainsaw »

4 player splitscreen for my game "Stunt marble racers 2":

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Project thread: http://irrlicht.sourceforge.net/forum/v ... =6&t=51773
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Brainsaw
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Brainsaw »

Today I added shadows to the splitscreen mode:

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Project Thread: http://irrlicht.sourceforge.net/forum/v ... =6&t=51773
Homepage: http://www.dustbin-online.de
Dustbin::Games on the web: https://www.dustbin-online.de/

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omaremad
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by omaremad »

Deferred rendering based on Entities framework.

Totally modified render pipeline to allow for infinite soft shadows with only 1 shadow map. Infinite Volumetric point lights. SSAO. Screen space fresnel reflections (view space ray marching tracing is cool).

I also multi threaded the engine with a thread pool design, currently it only threads the onAnimate() function for all nodes as its already highly parallel and safe ( each parent spawns animation tasks on its independent children) so its accelerates software skinning and particles automatically. It gives a huge boost in performance if you omit the draw calls, but since the drawcalls have to happen on one thread the cost of them diminishes the multi threading returns.
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It runs on irrlicht 1.8.... 1.9 changes allot of MRT and shader functions and I cant be bothered rewriting all that code.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

devsh wrote:Cubemap shadows are drawn in one render pass using layered rendering with gl_Layer and geometry shader hardware-instancing (fixed function tessellation SM 5.0).

Could optimize with what I said above, as well as using the OpenGL extension to specify explicitly MSAA sample locations for 8x or 16x less pixel shader invocations during depth only pass, but I'd have to switch from a cubemap FBO attachment to a Multisample Array.
And then obviously a custom resolve, but that could be combined with mipmap chain generation and the blur pass for VSM or other.

So anyway, 56FPS on Nvidia 1060 laptop GPU
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(You'd get about 7FPS)

But the good news is that with 100 dwarves I get 1000 FPS.
CuteAlien
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by CuteAlien »

Hair experiments in Irrlicht. Takes a few million polygons, but surprisingly I can still move my camera even in debug without problems. Thought for games it might be a little bit slow. It's basically creating cylinders (well... roughly approximated with triangular prism here ... ) along the normals of the polygons with several hair-segments and some random factors.
(edit: And yeah, it's probably stupid to use a wood-texture for hair ^_^)

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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
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Geeeeeeez! now that's killing the fly with a cannon! XD
Looks nice, none the less, i'd go for a "cheaper" (but more efficient) approach that would be, in a nutshell, using the classic fur shader, but with geometry shader, instead of a multipass effect, allows for certain effects, adjustments, and can be very neat
https://www.youtube.com/watch?v=4pXBgsybn0s
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
CuteAlien
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by CuteAlien »

Hehe, yeah - should probably do that. The reason I did it this way is because I need that structure for export - this stuff is rendered later with Mitsuba and that expects hair as line-segments. So in other words - this is kinda my debug-code to see if things are correct and to allow modify carpets in real-time before export for the real rendering.
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
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Oh, curious indeed ^^
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
chronologicaldot
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

Regardless the real, it's pretty cool anyways. :)
roelor
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by roelor »

Nothing spectacular but was playing around with logging when I saw how outdated the old UI windows where. So I got distracted tinkering with a custom IGUISkin implementation.

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(I have no idea why the text looks so blurry in the screenshot, looks fine on screen)
mant
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by mant »

Real-time ray traced shadow

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