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Re: Shade-C: Deferred Shading
[Re: Darkyyes]
#255526
03/11/09 02:54
03/11/09 02:54
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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User
Joined: Oct 2004
Posts: 900
Lgh
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@BoH_Havoc, Fantastic work man, on the texture I see the ssao or only lightmapping? For compatibility reasons, you can update the new A7 7.70 version. @Darkyyes, really nice model.
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Re: Shade-C: Deferred Shading
[Re: VeT]
#255620
03/11/09 15:34
03/11/09 15:34
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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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It looks as if there are some specmaps missing on the soldier?^^ And how are you going to handle reflections, transparency/refractions and antialiasing? :P But anyways, it looks of course very nice In case you could still have some need for it, here is some nice article to look at ;): http://mtlung.blogspot.com/2009/03/accumulative-screen-space-ambient.html (thanks to mk1 who pointed me to it yesterday ;))
Last edited by Slin; 03/11/09 15:37.
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Re: Shade-C: Deferred Shading
[Re: Slin]
#255640
03/11/09 16:42
03/11/09 16:42
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
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OP
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Joined: Jun 2004
Posts: 655
to your left
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It looks as if there are some specmaps missing on the soldier?^^ There is a specmap, but it's way too bright. Was too tired to fix it yesterday And how are you going to handle reflections, transparency/refractions and antialiasing? :P I have an idea about reflections/refractions. No idea if it works, but it's worth a try I'll let you know if it works out (You are also working on dedicated deferred shading if i remember correctly? ) Transparency and antialiasing are indeed a problem. There only is simple transparency supported at the moment via clip() and i think there won't be anything better in the final version. Antialiasing will be a mixture of edge detect and blur. Not optimal, but better than no antialiasing at all. There is a method to use real AA while using MRTs, but as far as i know, it only works with D3D10. Nice! Thanks for that!
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Re: Shade-C: Deferred Shading
[Re: BoH_Havoc]
#255651
03/11/09 18:23
03/11/09 18:23
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I looked a little into deferred shading and it worked very well, but I´ve got other projects to work on at the moment and thus I didn´t invest more than a weekend into it. The _bmap feature does now btw also work with render targets, this could may help a little in case you haven´t seen it yet... I think you´ve seen the gpu gems article in your collection about the deferred shading in stalker?^^ They are using forward rendering for reflection and refraction... I tried that once as well and it works wuite well, but any deferred way would of course be much nicer I am looking forward to more
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