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Re: A7ITUDE poc-01 'Almond'
[Re: HeelX]
#433541
12/01/13 20:26
12/01/13 20:26
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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Well I crashed it by putting the all the radius' to 0 but works very fine and looks very awesome. Great Job!
Last edited by Ch40zzC0d3r; 12/01/13 20:26.
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Re: A7ITUDE poc-01 'Almond'
[Re: HeelX]
#433543
12/01/13 20:37
12/01/13 20:37
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Pretty cool and well done, I like the idea of using a simple plane and pixel clipping. However, see the following: When you try to create a full torus (or even before that) there are small lighting differences (huge black circles) and you can see where both ends of the ring connect (esp. in motion). Btw. I suggest to deliver the next demo with a png/ tga screenshot function, not the default jpg format with bad compression. EDIT: Oh and as mentioned by the previous poster it crashed when I made the torus infinitely small.
Last edited by Superku; 12/01/13 20:38.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: A7ITUDE poc-02 'buttercream' announced
[Re: oliver2s]
#433969
12/09/13 17:35
12/09/13 17:35
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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A better approach for rendering might be a depth field with ray marching? Should be quite simple, produce better results and may even be faster. Edit: the better term to search for is actually distance field rendering: Link
Last edited by Slin; 12/09/13 18:15.
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Re: A7ITUDE poc-02 'buttercream' announced
[Re: Slin]
#433973
12/09/13 21:56
12/09/13 21:56
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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I tried the version poc-01. Very nice to play with the different values. The only complaint is, I get only 35-40 fps. What? That is very suprising. The lighting term I use is a reduced version of the lighting of the Sponza demo. The rest is just pixel clipping for the quad (top surface of the torus) and some matrix calculations per vertex. What specs do you have? A better approach for rendering might be a depth field with ray marching? Should be quite simple, produce better results and may even be faster I doubt that. In the demo I just use a model with 274 faces and a model 3.0 shader; all I do is vertex manipulation (for inner- & outer radius + mesh billboarding for the outer side). The whole raymarching thing sounds too complicated to me. I don't generate the geometry on the fly, I modify existing geometry for that.
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