realtime fire and ice
#41
Posted 24 May 2012 - 06:04 PM
#42
Posted 24 May 2012 - 06:47 PM
Try experimenting with the angle of the direct light as well. For a lower angle (sun closer to the horizon) you need a stronger tint to the colors, and a less bright light. The long shadows, in combination with the orange light and bluish shadows can be very convincing.
#43
Posted 24 May 2012 - 07:14 PM
Reedbeta, on 24 May 2012 - 06:04 PM, said:
I figure that's what will happen since I use Reinhard's and it works fine.
Take this code from the link...
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float3 Uncharted2Tonemap(float3 x)
{
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR
{
float3 texColor = tex2D(Texture0, texCoord );
texColor *= 16; // Hardcoded Exposure Adjustment
float ExposureBias = 2.0f;
float3 curr = Uncharted2Tonemap(ExposureBias*texColor);
float3 whiteScale = 1.0f/Uncharted2Tonemap(W);
float3 color = curr*whiteScale;
float3 retColor = pow(color,1/2.2);
return float4(retColor,1);
}
Is texColor the HDR color from the render? If so, then it doesn't work for me!!!
#44
Posted 25 May 2012 - 02:07 AM
#46
Posted 26 May 2012 - 02:24 AM
but ive added a skybox.

ive got to improve the fps, ive been lazy up till now, its only running at about 15 fps, but i havent added vsd culling yet, im just doing that.
[EDIT] ive added vsd, but looks like ill have to put all the instances in an octree for maximum world size. [/EDIT]
what do you think I should do with it? what does it look like to you?
#47
Posted 26 May 2012 - 03:47 AM
ok, because of the sky and no visible ground, it looks like a flying machine, spaceship or something like that, where we see (somewhat) the exterior of the hull. Without the sky, then I wouldn't have a clue of what it would be.
What's the red stuff anyway? Blood?
You are doing a remarkable job!
#48
Posted 26 May 2012 - 03:51 AM
#50
Posted 05 June 2012 - 12:31 AM
As for optimization - I don't know what kind of renderer you're actually using. I could try some BVH instead of Octree (it brings better results). Also if you're using rasterizer - some Hierarchical Z-buffer occlusion culling might help a bit (or a lot - it really depends) - generally try frustum culling + occlusion culling.
Also if you're drawing object instances - draw them as instances (not each one separately) - this can give you also some little boost. Then start profiling - see which parts are slow, which are fast - try to fasten slow ones (if possible). At last give option to turn off shadow, use less expensive lighting, etc.
And the light actually looks quite good - but it really miss some good global ambient occlusion (pre-computing it? dynamically computing it is quite heavy). But thanks for showing the work, it inspires me more and more to finish actual demo-version of our current project and release it for public
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
#52
Posted 05 June 2012 - 05:58 AM
That tank looks amazing, love it.
#54
Posted 05 June 2012 - 04:45 PM
rouncer, on 05 June 2012 - 05:58 AM, said:
That tank looks amazing, love it.
Here's something you may like about voxels...
http://mrdoob.com/projects/voxels/
#56
Posted 05 June 2012 - 08:57 PM
Alienizer, on 05 June 2012 - 04:47 PM, said:
Thanks!
I'm guessing you use baked AO on the tank? The corner formed by the ground and wall should have some AO as well. Some grass growing out of the corned would help too.
About the ground itself, the texture looks weird. Is it dried an crackled clay? Maybe another texture with some pepples and rocks with parallax mapping, combined with some matching boulder models would help. A few dried trees, etc. would be nice too.
#57
Posted 06 June 2012 - 02:56 PM
#58
Posted 06 June 2012 - 04:56 PM
the tank is awesome
the bunker looks very good.
the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage
And now my question - the shadows look good - does the app use some kind of PCSS or mip-maps, or?
Naaah
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
#59
Posted 06 June 2012 - 05:22 PM
Vilem Otte, on 06 June 2012 - 04:56 PM, said:
the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage
Spot on.
The ground texture is great, but doesn't work well to cover 100% of the ground. (No texture would.) It would be perfect for place where dried, crackled clay would make sense, like a dried river bed.
#60
Posted 06 June 2012 - 06:05 PM
Vilem Otte, on 06 June 2012 - 04:56 PM, said:
the tank is awesome
the bunker looks very good.
the terrain looks like - "I needed some terrain to work with it, I'll work on it later" - definitely not a problem at current stage
And now my question - the shadows look good - does the app use some kind of PCSS or mip-maps, or?
Naaah
Thanks! No, I didn't make it. Someone else did
The shadows, well, it's kinda based on AO and PCF and something else I've been working on for a long time. Don't know how to call it, but it's not standard or anything from books. It's my own creation. Works good, but slows thing down too much, and I'm trying to speed it up.
You must have something to show us don't you
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