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Re: Grow Simulation Prototype
[Re: fogman]
#273242
06/22/09 07:47
06/22/09 07:47
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Great. The shadow mapping adds very well to this scene.
I watched the video in HQ and full screen and found the following: - the shadowmap has light bleeding under the roof of the house (left) - the shading on hard edges is smooth and distribution of light and shadows is wrong - the overall look is too cartoony, it looks like a kids game, the look of the LW simulator is more realistic
Models, Textures and Games from Dexsoft
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Re: Grow Simulation Prototype
[Re: Machinery_Frank]
#273248
06/22/09 07:56
06/22/09 07:56
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Joined: Apr 2005
Posts: 4,506
Germany
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Thanks for these detailed observations! Do you have some tipps to achieve a less cartoony look?
no science involved
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Re: Grow Simulation Prototype
[Re: fogman]
#273258
06/22/09 08:45
06/22/09 08:45
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Do you have some tipps to achieve a less cartoony look? Here is an image of the botanical garden right here in Potsdam: As you can see, the real world is not that colorful. Green dominates and everything has an ambient lighting with a mixture of gray and blue, but more towards gray. This is because of the sky. The sky spends the ambient light. The sun as a directional light is a mixture of yellow and white but also a bit gray. So maybe changing the ambient color can change a lot. But if this is not enough you could de-saturate the textures a bit or you could blend a gray-blue layer over every texture. But dont forget that the shadow should have the same ambient color. Shadows are not black. All this depends on how the lighting works in your setup.
Models, Textures and Games from Dexsoft
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Re: Grow Simulation Prototype
[Re: Machinery_Frank]
#273260
06/22/09 08:52
06/22/09 08:52
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Posts: 4,506
Germany
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Yeah, I´ve thought about decreasing the saturation. Maybe I can use a shader for this as well to get some quick results.
no science involved
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Re: Grow Simulation Prototype
[Re: fogman]
#273364
06/22/09 17:45
06/22/09 17:45
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Don't decrease the saturation too much! Although, Frank is right in some way, his reference pic is wrong, because it is not a shiny whether as you show in your garden pics and videos. As a second side note, the saturation in movies is sometimes higher as in reality, too. It depends on the purposes of the art. (At the moment, some movies of Doris Dörrie come to my mind.)
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Re: Grow Simulation Prototype
[Re: Pappenheimer]
#273372
06/22/09 18:07
06/22/09 18:07
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Posts: 4,506
Germany
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Desaturation is already implemented. Adjustable between 0 and 100%.   Some models are needing a texture change by hand, though.
no science involved
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Re: Grow Simulation Prototype
[Re: MMike]
#273472
06/23/09 05:55
06/23/09 05:55
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Posts: 4,506
Germany
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The shader control panel is for internal development and won´t be included in the final game. This way we can load the whole lighting out of a database, tweak, and save it again.
no science involved
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