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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #206513
05/13/08 22:44
05/13/08 22:44
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You could use a cave and terrain instead of house and garden! smile
What about using one of the procedural generated models with a cave or dungeon like area? wink
You could add a terrain to get a more steady ground beneath.

Another idea to speed up the finishing:

What about using rvl_eXiLe's cave?
Free Models

Last edited by Pappenheimer; 05/13/08 22:59. Reason: Found an addition
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Pappenheimer] #206569
05/14/08 11:41
05/14/08 11:41
Joined: Sep 2007
Posts: 63
J
JackShephard Offline
Junior Member
JackShephard  Offline
Junior Member
J

Joined: Sep 2007
Posts: 63
Wow, great news, good work =)

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: JackShephard] #206728
05/15/08 10:02
05/15/08 10:02
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW

Last edited by rvL_eXile; 05/21/08 18:15.

Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: rvL_eXile] #206792
05/15/08 18:23
05/15/08 18:23
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hey eXile, cool Contributions! However, It would be great if you post smaller screenshots next time, so that we don't lose the overview. But Thanks, I will think about it! At the moment I am still coding the lights.
Greetings Chris

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #207269
05/18/08 20:36
05/18/08 20:36
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hi guys, sorry that I didn't show you new stuff for today, but I was ill the last days, however... the indoor lights are working, I only have to combine them... I try to finish it for tomorrow.

Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #207366
05/19/08 10:45
05/19/08 10:45
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Looking forward to it. Hope you are well again.

rv_exile: Could you please reduce the image size? I have to scroll horizontally to read the posts here.


Models, Textures and Games from Dexsoft
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Machinery_Frank] #207473
05/19/08 22:49
05/19/08 22:49
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hi guys!
I really try to finish the light stuff, but it is not so easy...well, I finally combined the sun with one omni light, but I want more than one point light!
So, I am trying to make a light cycle function that uses only one cube shadow texture. I think, it will push the performance and give you the possibility to create unlimited point lights smile
here is an early screenshot of the sun shadow (black) in combination with an omni light (gray):


Plz no discussion about that, it's still in beta process.

CU


Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: Chris3D] #207477
05/20/08 01:23
05/20/08 01:23
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
Do i see this right? Distance based penumbra on the omnilight shadow? smile

Code:
So, I am trying to make a light cycle function that uses only one cube shadow texture. I think, it will push the performance and give you the possibility to create unlimited point lights smile


This sounds interisting. So you are using the same cubemap for different lights? Or are you rendering 1 cubemap per frame, cycling through all lights (this would result in a lagging shadow i guess)?
Well, whatever it is, i am looking forward to the next demo smile

Keep up the great work!

Last edited by BoH_Havoc; 05/20/08 01:23.

Shade-C EVO Lite-C Shader Framework
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: BoH_Havoc] #207597
05/21/08 01:48
05/21/08 01:48
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Yes great work, keep it up smile you are a star smile


Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph [Re: BoH_Havoc] #208306
05/26/08 15:00
05/26/08 15:00
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
Hi guys, thanks for the nice words!

@Havoc:
Yes, you can use PCSS for all omnilights!
At the moment, I'm rendering all cubemaps per frame and, of course, when you render a lot of lights it gets laggy, BUT when I implement the common performance tricks for omni lights, you will get great(fast) results.

I know there are a lot of artifacts in the screens, but as I told you, this is not finished yet, so far...so good.


^^ On the screens you can see the prototype for the next demo level (a remake of the NVIDIA demo). I also want to add palms and a car, with realtime reflection. And the textures with normalmapping are missing, too!

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