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Posted: Fri Dec 12, 2008 3:29 pm
by Mel
In fact, i've already done some tests with b3d, shadow maps, and 2 UV coordinates sets, but b3d messes completely the textures when mixed with Direct X meshes. They turn 16 bit, and affect textures which they should leave alone as they don't belong to the b3D model. Anyway. It would be nice that Irrlicht had also support for two sets of mapping coordinates and tangent space data in the vertices, and that they were passed correctly to the shaders.

Currently, watching to the vertices constructors , it only supports, either normal vertices (1 set of UV, Vertex colour, and only the normal) or Tangent data vertices (1set of UV, vertex colour and tangent/binormal/normal data OR normal data, plus 2 sets of UV coordinates.

Posted: Fri Dec 12, 2008 5:31 pm
by dlangdev
BlindSide wrote:Omar has done realtime GI/AO too, maybe he will share some of his screens with us. :D
Nice, I'm looking forward to it.

By the way, I'm still fooling around with SSAO. This time, I can query the position texture map of the the first pixel and then compare it with the position of the sampled pixel. That's all I have for now, my next step is determining the occlusion factor which will get me the darkness value of the pixel.

And it looks like I don't need a sphere sample, tho. What I really need is a simple radius so I can figure how far it can sample from the current pixel.

I'm hoping omaremad comments on it since he has figured out SSAO already.

Image

Dang, what am I saying... it turns out I still need the sphere sample to know the occlusion factor.

Posted: Fri Dec 12, 2008 6:10 pm
by Mel
looks impressive. I've read that SSAO seems quite GPU demanding, how fast does that run?

Posted: Fri Dec 12, 2008 6:21 pm
by dlangdev
Well, I would imagine newer recently released GPUs can render fast. As fast as the one demonstrated in this webpage...

http://www.editmygame.com/aeroplane/ind ... &Itemid=58

Posted: Fri Dec 12, 2008 7:10 pm
by fmx
They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0

Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?

Not many, if any

Posted: Fri Dec 12, 2008 7:46 pm
by dlangdev
Well, if the card supports Deferred Shading, then it should run just fine.

Posted: Fri Dec 12, 2008 7:48 pm
by Halifax
fmx wrote:They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0

Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?

Not many, if any
To support SSAO it doesn't have to be that bleeding edge. I mean, it runs just fine on an old card like the ATI Raedon 200M Xpress.

Posted: Fri Dec 12, 2008 8:24 pm
by Cloudef
@Mel
Max has render to texture feature. Tho it does not make the best uvw maps in the world and can often look really weird so its not probably a good choice. And seeing your models i think you knew that already :wink:

Posted: Fri Dec 12, 2008 8:34 pm
by fmx
Halifax wrote:
fmx wrote:They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0

Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?

Not many, if any
To support SSAO it doesn't have to be that bleeding edge. I mean, it runs just fine on an old card like the ATI Raedon 200M Xpress.
fair-enough. I've been using an ancient card for so long, I've lost track of when bleeding-edge filtered into mainstream :oops:

Posted: Sat Dec 13, 2008 5:22 pm
by Mel
@cloudef. hehe, well, if the machine can't do good UVW maps on its own, let's help it a bit, isn't it ;) although for shadow mapping it makes the thing surprisingly well, i must admit.

In fact, it is better to have low resolution in the shadow maps, it turns them into nice soft shadows effects.

This is exported to B3D, using the fixed pipeline, the mapping coodinates max generated, and the shadow maps.
Image

This is merely a "simulation" (read Max8 rendered screen) but using the actual meshes, textures , light maps, and the closest to the realtime, shaders, of what i'd like to achieve.
Image

Something i don't like of B3D meshes is that they set their own rendering settings, so they may look different from the same mesh in DX format. It looks worse, imo.

Posted: Sat Dec 13, 2008 10:51 pm
by Dark_Kilauea
I like the darker, creepier feel.

Posted: Sun Dec 14, 2008 9:46 am
by psychophoniac
wow, this looks almost professional!
if you'd add some nice shadows, it would be really perfect.

Posted: Sun Dec 14, 2008 5:49 pm
by Cloudef
Hey that looks good :P
But yeah the max render looks better (well usually..), maybe you get similar render on irrlicht too :wink:

Posted: Sun Dec 14, 2008 9:43 pm
by dlangdev
Hey Blindside,

You have no idea what XEffects can do besides post-processing game rendered images...

Image

Image

Image

Eventually, when I get the lighting and ambient occlusion sorted out, along with the textures defined, post-process will output images like the one shown above.

Posted: Mon Dec 15, 2008 9:08 am
by dlangdev
Here's a screenshot showing a sample workflow:

Blender-->ZBrush-->Irrlicht

Image