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Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 11, 2011 3:14 am
by wing64
Sponza (SphericalHarmonic) from Crytek rendering by ARSA Framework.
http://www.research.scea.com/gdc2003/sp ... ghting.pdf
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Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 18, 2011 5:35 pm
by Mel
use and abuse of the built in Parallax Mapping of Irrlicht ^^U

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Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 18, 2011 6:16 pm
by Radikalizm
@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

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 18, 2011 6:35 pm
by Mel
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.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 18, 2011 7:52 pm
by serengeor
Mel wrote:The moire pattern is due to the editor grid drawing.
Can't you remove it when rendering? It would look a lot nicer without it :roll:

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Nov 18, 2011 8:00 pm
by hendu
Hm, why no aniso?

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Nov 19, 2011 11:48 am
by Mel
I don't see much diference between anisotropic and trilinear filtering.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Dec 01, 2011 7:33 pm
by Mel
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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.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Thu Dec 01, 2011 8:44 pm
by CuteAlien
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 :-)

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Dec 02, 2011 6:26 pm
by Mel
thanks :) I've been messing with the anisotropic, and all the texture tweaking options, and it not always ends well :P

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Presenting Watercolors mode! :lol: 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.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Fri Dec 02, 2011 9:47 pm
by 3DModelerMan
Cool. It looks kind of like Skyward Sword.

Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Sat Dec 17, 2011 9:25 pm
by Granyte
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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.

Posted: Sun Dec 18, 2011 6:34 pm
by hendu
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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.

Posted: Mon Dec 19, 2011 3:43 pm
by Phallic
MADNESS
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Re: Post Your Irrlicht Screenshots / Render Here.

Posted: Tue Dec 20, 2011 4:06 am
by Katsankat
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).

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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