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AwakeningII Preview


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#1 awingsoft

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Posted 09 September 2010 - 02:00 PM

Posted Image


Description
Awakening is a lightweight & capable real-time 3D solution.
The AwakeningII use dx9.0c, and fully supports almost all dx9 features like hdr lighting, subsurface scattering, etc.

HDR Lighting
1. 64-bits Back Buffer
2. 64-bits Render Target
3. 64-bits Light Map Texture
4. Multiple HDR Texture Formats supports
5. HDR Shader Files

Subsurface Scattering
A simple Depth based SSS, it even no need depth map.

Two-sided & translucent effect
A effective technique to render the two-sided polygons with a translucent effect, it's useful for foliage, banners, cloth, etc.

Depth Of Field
Depth of Field is a visual effect that simulate camera optics by making certain portions of the screen in-focus or out-of-focus depending on their distance from the camera.

Motion Blur
Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation.

Sun Shafts
Sun Shafts is the effect of volumetric light scattering due to shadows in the atmosphere.

More screenshots:
http://www.awingsoft.../2_hdr_full.jpg
http://www.awingsoft...ubsurface/1.jpg
http://www.awingsoft...ts/twosided.jpg
http://www.awingsoft...hdr_formats.jpg
http://www.awingsoft...motion_blur.jpg
http://www.awingsoft.../sun_shafts.jpg

You can download here.

more info...

#2 rouncer

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Posted 11 September 2010 - 07:12 AM

Fake sss is clever, but didnt you know physically correct sss is also possible in real time these days, and would make for even better screenshots... so do some more homework on the sss and then i would be more impressed.

But of course, good work dude, finishing anything is great and means your quite brainy. :)
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#3 Grandmaster B

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Posted 11 September 2010 - 02:06 PM

Looks sweet bro!

#4 Remdul

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Posted 21 September 2010 - 01:29 PM

Nice!

Could you briefly explain how the SSS works?

#5 awingsoft

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Posted 23 September 2010 - 01:39 PM

The SSS mainly use the Distance of Vertex to Light, and take into account Object Radius, Distance of Object To Light, get a luminance. You can check the depthsss.fx in Awakening's effect folder, if you can read HLSL code.

On other side, Awakening is somelike RenderMonkey, you can freely create/modify effects by HLSL.





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