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realtime fire and ice


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#1 rouncer

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Posted 20 May 2012 - 06:32 AM

blue ambient occlusion + red direct light + orangish material.

looks pretty cool to me, now ive just got to finish the modeller and get a whole fire+ice city happening. :)

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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.

#2 rouncer

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Posted 20 May 2012 - 06:48 AM

fps view
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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 rouncer

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Posted 20 May 2012 - 07:25 AM

changed the material colour to bright yellow
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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.

#4 rouncer

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Posted 20 May 2012 - 09:51 AM

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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.

#5 Alienizer

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Posted 21 May 2012 - 12:25 AM

Looks really neat, but, it seems that there is something missing or not right, and I just can't see what, and I've been looking at your screen shots for 30 mins! It's driving me crazy :wacko:

#6 rouncer

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Posted 21 May 2012 - 01:37 AM

thanks man.
hmm, maybe a texture - a bit more detail?
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.

#7 rouncer

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Posted 21 May 2012 - 04:23 AM

heres with a concrete texture.
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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.

#8 rouncer

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Posted 21 May 2012 - 06:11 AM

got the blue balance a little more correct...
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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.

#9 geon

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Posted 21 May 2012 - 10:21 AM

Yes, the white-balance is definitely helping.

Remember, that while the blue light of the sky makes the shadows blue, the effect can also be contributed to the eye/brain, which is doing it's own white balancing. The result is that a perfectly gray surface will look blue next to an orange surface.

#10 David Gallagher

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Posted 21 May 2012 - 12:06 PM

i really like the style of your environemnts, really interesting! i might get my feet stuck in those grates though :) looks great.

#11 Alienizer

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Posted 21 May 2012 - 05:25 PM

View Postrouncer, on 21 May 2012 - 01:37 AM, said:

thanks man.
hmm, maybe a texture - a bit more detail?

No, I think it's the sun, not bright enough. Looks like the sun is filtered through heavy smoke, but there is no smoke in the scene. Can you try with more intensity for the sun see what you get?

#12 rouncer

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Posted 21 May 2012 - 07:34 PM

hmm... what could fix that is a radiosity implementation, where the light bounces on a wall and then back onto the direct light again, producing glow... im not sure how id do that just with this little ambient occlusion system.
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.

#13 Gnarlyman

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Posted 21 May 2012 - 08:17 PM

What software is being used here? Looks quite interesting.

#14 rouncer

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Posted 21 May 2012 - 08:20 PM

3dcoat (modelling application) visual studio c++ (ide) direct x 11 (api)
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.

#15 Alienizer

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Posted 21 May 2012 - 09:46 PM

View Postrouncer, on 21 May 2012 - 07:34 PM, said:

hmm... what could fix that is a radiosity implementation, where the light bounces on a wall and then back onto the direct light again, producing glow... im not sure how id do that just with this little ambient occlusion system.

Darken your AO and then brighten the whole thing this should make the non-shadowed area stand out more.

Do you use some kind of tone mapping like the Reinhard's tone mapping operator or something?

#16 Alienizer

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Posted 21 May 2012 - 11:02 PM

Here's somehting I did. AO and Sun. Each AO samples gets more blueish and darker as the distance gets shorter. No bounces.

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#17 Reedbeta

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Posted 21 May 2012 - 11:15 PM

Very cool! Although I think the sun could still be brighter, and a blue sky would help "sell" the whole thing as well. :)
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#18 rouncer

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Posted 22 May 2012 - 09:24 AM

hey alienizer, nice work there, thanks for the input.
could you explain tone mapping to me? im not familiar with the term!
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.

#19 Stainless

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Posted 22 May 2012 - 09:33 AM

Can you drop a backdrop in? A sky sphere or even a 2d bitmap.

It's really difficult to get a feel for the lighting when floating in a void.

I really like the little details in the mesh, but the lighting just feels ... I don't know if there is a word for it ... flat maybe, or woolly.

It's nice, don't get me wrong.

Games coding is half artistic expression and half science, so feel free to tell me to Foxtrot Oscar if it's looking great to you, but to me it's just not quite 'right'.

A backdrop might help to get a better impression of what it would look like in a game.

#20 geon

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Posted 22 May 2012 - 01:52 PM

View Postrouncer, on 22 May 2012 - 09:24 AM, said:

hey alienizer, nice work there, thanks for the input.
could you explain tone mapping to me? im not familiar with the term!

http://freespace.vir...cs/x_posure.htm





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