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.
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

This is cool! :)
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

A bit of scripted modelling... :D

Image

That shows only 25 shapes. i've tested 1000 shapes, but it takes the longest to compile into a mesh... QQ But once it is compiled, it runs smooth like silk (but the shape was too boring... lucky enough, their wireframe didn't slow down, so complex maps are a very realistic posibility) . I can nest shapes, so i can have shapes composed of other shapes, and behave like a single one, these, can be copied as well, technically allowing for a very complex scene to be created. Later, i can save those meshes into a mesh file, and Irrlitch can load them later for faster usage (no compile needed again)

Next steps... static meshes instancing into the maps sounds nice enough? Lightmapping? All of them at once? a standalone editor?...

edit: moar... now with Stencil Shadows :D
Image
Last edited by Mel on Wed Sep 21, 2016 5:39 pm, edited 1 time in total.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by hendu »

Now put that anime model in the center, have them summon those rocks, and record us a video of some evil baddie getting stoned to death. We both know you want to.
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

! Now that would be a bit too kinky! (nice work) :wink:
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Currently i am more worried about getting things to work than throwing in fancy anime models there. But in the next screen i post, i will add Irr's fairy, promise XD Thanks! :)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

And extruded shapes! :D

Image

In red it is outlined the path that the shape follows. It conserves the volume across all the path points and rotates the base polygons following the path. Next, implementing the interpolation between path steps to get a smooth path interpolation. but it shouldn't be too hard to do... And static mesh batching...

Also, as promised, Fairy is there :lol:
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

More extruded shapes along path! :D

this time the path uses a quadratic interpolation to create a smooth path. The original path has 7 segments, which are the control points, the path passes between each 2 control points, save the first and the last, which are taken both as control points and path points, so, actually, the vertices of the path just control how steep a corner would be.

Images speak more :) In red it is marked the original path.

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
chronologicaldot
Competition winner
Posts: 688
Joined: Mon Sep 10, 2012 8:51 am

Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

Mel wrote:A bit of scripted modelling... :D

Image

That shows only 25 shapes. i've tested 1000 shapes, but it takes the longest to compile into a mesh... QQ But once it is compiled, it runs smooth like silk (but the shape was too boring... lucky enough, their wireframe didn't slow down, so complex maps are a very realistic posibility) . I can nest shapes, so i can have shapes composed of other shapes, and behave like a single one, these, can be copied as well, technically allowing for a very complex scene to be created. Later, i can save those meshes into a mesh file, and Irrlitch can load them later for faster usage (no compile needed again)

Next steps... static meshes instancing into the maps sounds nice enough? Lightmapping? All of them at once? a standalone editor?...

edit: moar... now with Stencil Shadows :D
Image
Sounds very much like something I worked on for a while, except that I concentrated on making a GUI and streamlining the creation process. My rendering system is incremental (draw x number of meshes or buffers at a time), so I can draw infinite but not real-time.
(I sort of wonder sometimes if we should do something together as we seem to have common interests, but maybe that's just a couple of things.)

Edit: I also did meshes extruded along a path. I also made it possible to modify the distance of extruded points from the axis perpendicular to the axis of extrusion.
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

the attack of the replicated octahedrons! D: Beware! they're evil! XD

Image

This is an example of replicated mesh. It picks a mesh (it can be any mesh, in this case it is an octahedron, but it can be any static mesh) and generates copies of it through transformation matrices. The diference with the instance is that the result is a static mesh (at least, until you do pseudo instancing, then it is perfectly posible to animate each copy separately) I still have to reduce the generation time, which is quite slow because i do many redundant operations, but renders very fast, there, the slowest part is the rendering the bounding boxes

EDIT: okay, i've optimized the replication process, now creating 8000 copies (192.000 vertices) for example, is a breeze. They're perfectly ordered, but it doesn't mean they can be as chaotic as they want, i just have to provide the proper transformation matrix.
Image

Next: spread copies across the surface of any mesh :D
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Cool! Also looks like a army of Tetranodes from the film Oblivion!
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by hendu »

Or a hint of Eva.
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Another couple of nice screens. One is the clasic cubic space partitioning and the other is using diferent replication matrices to create the structure, using a crazy shader, you could do really nasty stuff with that structure XD

Image

Image
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

@ Mel: This is really coooool! :D
I'm playing around with Post processing.. here is a few..
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Normal Map based Distortion..
Image
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Image
Post Reply