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Re: Crysis Engine : [Re: JibbSmart] #163821
10/29/07 15:18
10/29/07 15:18
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Finland
First way would be simply taking objects behind the leaf in small distance, blur it with distancefactor and then simply make it appear as shadow/light depending on the effect wanted.

It's not too hard, but the fact is that they indeed are using SSS =P


"Yesterday was once today's tomorrow."
Re: Crysis Engine : [Re: adoado] #163822
10/29/07 16:06
10/29/07 16:06
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I was wondering - how do they get this:

http://www.incrysis.com/wiki/images/5/56/Subsurfacescattering.jpg

The effect where the palm leaves cast shadows on each other. This can't be precomputed, because they move - wouldn't this be very GPU expensive?




Yes, it is. DirectX 10 is a bit more efficient than DX9, especially with complicated effects like SSS it's a lot faster. DX10 isn't just prettier graphics, the biggest advantage is mostly its speed increase,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Crysis Engine : [Re: PHeMoX] #163823
10/29/07 22:55
10/29/07 22:55
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
there's no reason for the effect as seen there to be expensive. the way i described it would be able to produce exactly that.

it's the SSS on the skin that would be more of a load, which i can imagine would be a fair bit trickier and probably involve comparing backface and frontface depths and normals.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Crysis Engine : [Re: JibbSmart] #163824
10/30/07 18:26
10/30/07 18:26
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
They use HEAVILY LOD

At distance soldiers are simple animated meshes without shader,
i htink it's only on close that sss shader is used !

Even more ; the action is so intense and fast you don't have time to
look at it , a simplified one could do the job, i'm sure they have
some good optimisations similar to LOD even for shaders

What is obvious is objects like rocks poping up : they could have used progressive transparency like in Oblivion ?
LOD is the key

But i have a very good machine , and it's not sufficient

In fact each time lot more polygons , effects ,shaders are needed to be displayed for next gen games, so each time you must upgrade
hardware caus more power needed even with optimisations.

or you must put parameters all to LOW to have max fluidity like in Crysis

sss for 3DGS anyone tried to do one optimised and fast ?

Re: Crysis Engine : [Re: TheExpert] #163825
10/30/07 22:01
10/30/07 22:01
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Quote:

sss for 3DGS anyone tried to do one optimised and fast ?



Haven't seen one, but would certainly be interested how it's done in real time.

I'm too lazy to go for white papers..


"Yesterday was once today's tomorrow."
Re: Crysis Engine : [Re: Inestical] #163826
10/31/07 00:17
10/31/07 00:17
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Does anyone have any idea of how they make the trees to be broken when we shoot at them?

Re: Crysis Engine : [Re: XNASorcerer] #163827
10/31/07 00:28
10/31/07 00:28
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
I have a fantastic trick for cut trees

When tree is cut , you replace it by one in memory that is the same
but in two meshes cutted at middle.
-a upper tree with palms
-the base tree in the floor

If for example it have been cutted low :
you push the vertex of the cutted region of the base part to the low and you
push also the vertex of upper part to the same low position of cut.
After that just apply physic to the upper part to make it fall down
naturally


Don't know if someone understood, but i'm sure they use this
trick , no processor maths , only a good trick that can work very very well ,
as good as their MASSIVE LOD use and SPRITES

Re: Crysis Engine : [Re: TheExpert] #163828
10/31/07 04:44
10/31/07 04:44
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline

User
adoado  Offline

User
A

Joined: Jul 2006
Posts: 503
Australia
TheExpert - so you are saying to split the mesh in realtime? Or they just make up one tree with several models each with physics applied?

I tried looking into SSS a while ago - from what I *tried* reading it looks complicated, and thats where I left it


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Re: Crysis Engine : [Re: adoado] #163829
10/31/07 06:45
10/31/07 06:45
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
expert's idea is to start with one model, and when it gets shot ent_morph into another model which only represents the lower half, and ent_create a model that represents the upper half (immediately, and placed where the old model was so it still looks the same). some vertex adjustments (vec_to_vertex or however it works) to adjust the position where one model starts and the other ends to where it was shot (on a fairly even tree texture the stretching won't be noticed). finally, make the top entity a phent and watch it go.

i have a couple of ideas for SSS (i'm an ambitious one) and plan to do some experiments after i finish school (final exam EVER on this coming monday!!), but i have a lot of other ideas begging to be tried out so we'll see how far that gets.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Crysis Engine : [Re: JibbSmart] #163830
10/31/07 07:10
10/31/07 07:10
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline
Member
sueds  Offline
Member
S

Joined: Jan 2007
Posts: 230
london uk/ paris
there is a glsl shader for blender game enginewhich fakes sss. You should take a look at it if you need some ideas

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