fast planet rendering

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Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

JRowe47 wrote:Means great, cool, awesome, in Japanese. (I think)
Actually it means Wow! and sometimes what.. lol
I imagine something similar to Americas.. wha? or wha! (maybe)
btw babel fish doesn't even know that :wink:


on the other hand those screenshots are AMAZING.

I like the planet through the atmosphere it needs it's own visible corona and the sky needs to be more reflective... but that all depends on the constitution of the particular planets atmosphere now doesn't it. 8)
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

new sreenchot as promised

Post by Tarzan02 »

Today 2 screenshots of a crater on a moon. The generation of the planet surface is completely reworked. Compare with the old screenshot

border of the crater

Image

inside the crater

Image
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

new screenshots

Post by Tarzan02 »

As promised here you can find some new sreenshot with the nes planet engine (it uses Directx9 and pixel shader 2 for this). During my holidays, i'll work on the actor generation and the management of the mother ship (crew, ressource, etc...)

Image

Image

Image

more screenshots to follow with giant gaz
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Damn this stuff is really amazing...

I can see you are using 2 textures for your planets, a detail map and a colourmap? Or are those colours from dynamic lighting?
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

Post by Tarzan02 »

I used a pixel shader to mix 2 textures: 1 texture is the general color of the pixel (exemple io texture) and 1 texture is blending several time:

pixel color= general color + (uv*10) noise texture + (uv*100) noise texture + (uv*1000) noise texture

the coef can be adjust...

I'll post the source of the pixel and vertex shader
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

shader source

Post by Tarzan02 »

shader code

dcl_2d s0
dcl_2d s1
def c0, 50.000000, 500.000000, 2.600000, 10000.000000
dcl t0.xy
dcl t1.xy
dcl v0
texld r3, t0, s0
mul r2.xy, t1, c0.x
mul r0.xy, t1, c0.w
mul r1.xy, t1, c0.y
texld r4, r2, s1
texld r0, r0, s1
texld r1, r1, s1
texld r2, t1, s1
mul r2, r3, r2
mul r2, r4, r2
mul r1, r1, c0.z
mul r0, r0, c0.z
mul r1, r2, r1
mul r0, r1, r0
mul r0, r0, c0.z
mul r0,r0,v0
mov oC0, r0


vertex shader

vs.2.0

dcl_position v0; ; declare position
dcl_normal v1; ; declare normal
dcl_color v2; ; declare color
dcl_texcoord0 v3; ; declare texture coordinate

;definition de la couleur ambiante
;def c19,0.0,0.0,0.0,1.0
;def c20,0.5,0.5,0.5,0.0
;def c21,1.0,1.0,1.0,1.0

; transpose and transform position to clip space
m4x4 oPos,v0,c4

;le 200607
; calculate light vector
mov r3,c8
m4x4 r2,r3,c0
; normalize light vector
dp3 r2.w, r2, r2
rsq r2.w, r2.w
mul r2, r2, r2.w

; calculate light color
dp3 r3, v1, r2 ; dp3 with negative light vector
add r3,r3,c20 ;
min r3,r3,c21 ; prendre max 1
lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y

mul r5.xyz, r5.y, c9 ; ouput diffuse color
add oD0,r5,c19
mov oT0, v3 ; store texture coordinates
;mul r3,v3,c18
mov oT1,r3

if it can help somebody

more info to come

good night 8)
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Hey the blending several times is a great idea, I would have never though of that. :D Thanks
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

Post by Tarzan02 »

OK hello everybody, today i've resulted a artefact with the ring of the planet: when rendering imposteur and because for that the zbuffer is disabled, the ring appear completly before the planet, now i've cut the ring in 2 parts before and behind => rendering ok
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

Post by Tarzan02 »

photo taken from a moon with the major body and its rings

Image
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

Post by Tarzan02 »

the same giant gaz with the ring thru the atmosphere

Image
BlindSide
Admin
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Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Have you thought about applieing some filtering to the texture? maybe by blurring it by taking 4 samples from around the pixel and averaging it?
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

cloud rendering

Post by Tarzan02 »

High everybody, some screenshots of my first attempt in cloud rendering, a lot of work to do again, rendering with impostor for the far cloud

Image

Image

Image
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

Post by Tarzan02 »

new screenshot, now the atmosphere from space is function of the star position as you can see on thoose pic (1 week on holiday) see you later. The source will be soon available

Image

Image

comment well come
Tarzan02
Posts: 93
Joined: Tue May 01, 2007 8:36 pm
Location: France

my motivation

Post by Tarzan02 »

Hello,

here you can see my motication (a scaled model of the capital ship galactica)

Image
draxd
Posts: 17
Joined: Fri Sep 12, 2003 12:24 pm
Location: Yugoslavia

Post by draxd »

hey tarzan02 check http://www.jongware.com/galaxy1.html it`s source of Elite FFE random star system generator :)
btw any estimated time to release of your project ?
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