Post Your Irrlicht Screenshots / Render Here.
Addd perfect seamless point light suppourt and ability to load lights from .irr file.
Lights are created as point lights, if they hav a child circle mesh )shown in blue) it gets turnd into a spot using the circle to deduc the spot lights properties, No tweaking of fov's distancs or powers, the light is confined by the placement of teh circle mesh.
Last image shows indirect light only, useful if you want to turn the lights into dynamic ones for bump/spec/reflect... in realtime.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Loosk awesome.
This is the current state of things of the last shader i have developped. It is still a rendermonkey preview, and i still have to solve the troubles of those odd spots appearing, but the ambient occlusion appears, for instance But in irrlicht it should look better.
It includes:
Fog, Irradiance mapping, Normal mapping, Phong highlights, Shadow mapping (with some blurring to avoid the aliasing artifacts) And the scene has a bit of postprocessing.
This is the current state of things of the last shader i have developped. It is still a rendermonkey preview, and i still have to solve the troubles of those odd spots appearing, but the ambient occlusion appears, for instance But in irrlicht it should look better.
It includes:
Fog, Irradiance mapping, Normal mapping, Phong highlights, Shadow mapping (with some blurring to avoid the aliasing artifacts) And the scene has a bit of postprocessing.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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- Posts: 237
- Joined: Mon Jan 16, 2006 1:18 pm
- Location: Odessa,Russian Federation
I have improved the Irradiance mapping shader i already had, it was doing incorrect calculations, and i couldn't model anything beyond an ambiental lighting. Now i place an unlimited number of static lights of any size at a constant render time, (as they are stored as texture maps . The render has interactive framerates, and, although it doesn't show, because the light is black, there is shadow mapping with 5 samples to antialias it.
This render has 17 static lights + 1 dynamic, directly to the backbuffer, crisp, antialiased and clean
The render is still rendermonkey, but this app is very little, so the pass to irrlicht is to load the shader, set the apropriate constants, and that's all folks.
EDIT: instead of uploading a new image, i edit this, because they are too similar.
Now the irradiance map has the shadows calculated.
This render shows all the effects in action.
-Fog
-Irradiance maps
-Normal maps
-Lighting
-5-PCF antialiased Shadowmapping
-cubemap reflection
I think it is pretty complete. The idea is to use this shader as an static meshes renderer.
This render has 17 static lights + 1 dynamic, directly to the backbuffer, crisp, antialiased and clean
The render is still rendermonkey, but this app is very little, so the pass to irrlicht is to load the shader, set the apropriate constants, and that's all folks.
EDIT: instead of uploading a new image, i edit this, because they are too similar.
Now the irradiance map has the shadows calculated.
This render shows all the effects in action.
-Fog
-Irradiance maps
-Normal maps
-Lighting
-5-PCF antialiased Shadowmapping
-cubemap reflection
I think it is pretty complete. The idea is to use this shader as an static meshes renderer.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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- Posts: 237
- Joined: Mon Jan 16, 2006 1:18 pm
- Location: Odessa,Russian Federation
Hehe, don't worry, I liked it and it has a very rpg-typical flair :-) But you could improve the font you use there, it's a little hard to read, especially in the zoomed-in version.Bear_130278 wrote:Nobody likes my Map :lol:
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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- Posts: 237
- Joined: Mon Jan 16, 2006 1:18 pm
- Location: Odessa,Russian Federation
Yeah it isn't that we didn't like it, but it could use a few touchups before we say "great job"CuteAlien wrote:Hehe, don't worry, I liked it and it has a very rpg-typical flair But you could improve the font you use there, it's a little hard to read, especially in the zoomed-in version.Bear_130278 wrote:Nobody likes my Map
Always worth posting renders in the monthly screenshot completion too, you can get a quantitative idea of what people think of it
Now we are speaking... this is IRRLICHT powered. No Rendermonkey anymore. I have to set the shadowmapping routine properly, but this is the best Normal mapping i've got in a long time...
By the way.. the framerate here has fallen to 32 fps, but keeping in mind how slow is my video card, and that the shadowmapping routines are active (although not working correctly...), it is a decent framerate.
By the way.. the framerate here has fallen to 32 fps, but keeping in mind how slow is my video card, and that the shadowmapping routines are active (although not working correctly...), it is a decent framerate.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
A hybrid dynamic + baked approach for flexible quality lighting, that shadow map is only 128*128 using exp filtering gives nice bilinear look with only one tex read.
Now to add Normal map, and implement cubemaps in the final shader, the cubemap baker is already done.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p