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Posted: Tue Dec 09, 2008 6:27 am
by BlindSide
That first image looks insanely cool!
you guys are insane!
Yeah, it looks insaaane :D

Oh yeah, do you bake the AO into the color map?

Posted: Tue Dec 09, 2008 6:37 am
by dlangdev
oh my....

...omaremad has the code for static AO.


..drool..

Anyway, I'm just happy with all these cool images being posted by you guys. We could make an awesome code sometime later in the near future, with all these enhancements folded into the SDK.

It would be nice to have a tesselation node added in XEffects, much like the tesselation node found in RenderMonkey.

Posted: Tue Dec 09, 2008 8:20 am
by Virion
BlindSide wrote:
That first image looks insanely cool!
you guys are insane!
Yeah, it looks insaaane :D
that's why it's call insane bump. :D

Posted: Tue Dec 09, 2008 10:21 am
by xsocom
Blindside:

Maybe add some sort of sun projection :)?

Posted: Tue Dec 09, 2008 3:31 pm
by oldskoolPunk
dlangdev wrote:oh my....

...omaremad has the code for static AO.


..drool..
huh?

Posted: Tue Dec 09, 2008 5:09 pm
by dlangdev
Hey, look...

Hardware tesselation demo with code and executable all right in here:

http://null-ptr.blogspot.com/2008/07/us ... n-dx9.html

Nice. I will have to set-aside a time for this one, real soon.

Posted: Tue Dec 09, 2008 5:14 pm
by Virion
means we are going to see some real kick-ass screenshots soon. :D

Posted: Tue Dec 09, 2008 5:24 pm
by dlangdev
It should raise render quality for near objects. I would imagine meshes near to the camera will be tesselated to level 14, other mesh objects will be be set to 10 or even lower.

Image

Posted: Tue Dec 09, 2008 5:26 pm
by dlangdev
oldskoolPunk: Omar has figured it out, ambient occlusion baking using his own code. Nice.

Posted: Wed Dec 10, 2008 12:29 pm
by Mel
I'm trying to mess with shadow maps. Is there any way to use multiple UVW coordinates in shaders? given that the model already have them. Is the best way to use shadow maps.

MAX8 screens
Image

Image

Posted: Thu Dec 11, 2008 7:15 pm
by roelor
Wheres my jaw I cannot find it..
Oh there it is, it fell on the ground :shock: .

Posted: Thu Dec 11, 2008 10:06 pm
by oldskoolPunk
dlangdev wrote:oldskoolPunk: Omar has figured it out, ambient occlusion baking using his own code. Nice.
Oh ok, thats cool I guess. Now for some realtime AO like Blinside has done?
Mel wrote: Is there any way to use multiple UVW coordinates in shaders?
gl_TexCord[1] = gl_MultiTexCoord1 , unless you want normal maps too, then you gotta do somthing fancy because Irrlicht overwrites it for some odd reason instead of using the correct variables. Nice room there! You are getting alot of loud comments. I should break out some of my old stuff, too :)

Posted: Thu Dec 11, 2008 10:48 pm
by BlindSide
Omar has done realtime GI/AO too, maybe he will share some of his screens with us. :D

Posted: Fri Dec 12, 2008 4:59 am
by wyrmmage
Incredibly nice-looking room there, Mel! :)

Posted: Fri Dec 12, 2008 9:59 am
by fmx
shadows really help to define and enhane any sort of render.
shame those are from Max only, it'd be cool to see you achieve these results in Irrlicht (and you're not far off really)

great stuff :)