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.
hendu
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by hendu »

Image

Such rhythm, much beat.
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Nice! (i am an anime freak, i can't help it XD)

Image

I know, it is not very impressive, but it is uses deferred shading, four channels in the GBuffer: diffuse, properties, normals+selfilum and depth.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Granyte
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Granyte »

so long without a proper update

Image

Image

Image

and some more there

http://granyte.blogspot.ca/
Last edited by Granyte on Wed Feb 11, 2015 5:14 am, edited 1 time in total.
REDDemon
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by REDDemon »

Cool
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Parallax mapping on a deferred shading pipeline :D

Image
"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 »

Nice job, Mel!
Now if only the pipes didn't make it look awkward. X) Do you think you could do proper shading on the parallax-mapped surface? (I mean the pipes' shadow.)
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Oh, there are no shadows there yet. That's just a spotlight.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

our testers wanted 120 FoV, so I worked up this

Its a PoC, wont be implemented until all GPU pipeline upgrades are done, if implemented at all
The reason is that it messes up deferred rendering quite a lot, and the only way to counteract is to store extra data (At least 32bit-64bits more ppx in the GBuffer)

Image

it effectively makes large FoVs playable (up to 110 before the projection starts being circular)
If I ever do expand on this, then the fisheye equisolid lens will be implemented for FoV>110
Image

compare with this
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and more pics
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Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

chronologicaldot wrote:Nice job, Mel!
Now if only the pipes didn't make it look awkward. X) Do you think you could do proper shading on the parallax-mapped surface? (I mean the pipes' shadow.)
You mean something like this?

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
devsh
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

dont forget to modify gl_FragDepth for your surface to actually do depth testing properly (and not break the illusion where the pipe meets the parallax surface)
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

That is what i do (well, in am using HLSL, not that i couldn't use GLSL instead, but i like the good old DX9C ^^) that way the whole process remains the same. If i modified also the shadowmap generation, the parallax mapping could cast shadows on itself properly for instance, and besides, aditional effects making use of the depth buffer would take into account the depth alteration, and react to it properly (namely screen space ambient occlusion, depth of field blur and more...)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
wing64
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by wing64 »

Character test rendering on ARSA Framework.
Image
Granyte
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Granyte »

Some interesting texture blending i'm trying on the dx11 driver with texture arrays
Image
chronologicaldot
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

Mel wrote:
chronologicaldot wrote:Nice job, Mel!
Now if only the pipes didn't make it look awkward. X) Do you think you could do proper shading on the parallax-mapped surface? (I mean the pipes' shadow.)
You mean something like this?

Image
:D
ent1ty
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by ent1ty »

devsh wrote:our testers wanted 120 FoV, so I worked up this

Its a PoC, wont be implemented until all GPU pipeline upgrades are done, if implemented at all
The reason is that it messes up deferred rendering quite a lot, and the only way to counteract is to store extra data (At least 32bit-64bits more ppx in the GBuffer)
I have asked in #irrlicht and I have asked in ##OpenGL, but nobody knows - how exactly does higher field of vision mess up deferred rendering? Is this something to do with your specific implementation?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
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