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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
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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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You could use a cave and terrain instead of house and garden! What about using one of the procedural generated models with a cave or dungeon like area? 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
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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: JackShephard]
#206728
05/15/08 10:02
05/15/08 10:02
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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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
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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Machinery_Frank]
#207473
05/19/08 22:49
05/19/08 22:49
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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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 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
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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Chris3D]
#207477
05/20/08 01:23
05/20/08 01:23
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
User
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User
Joined: Jun 2004
Posts: 655
to your left
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Do i see this right? Distance based penumbra on the omnilight shadow?
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 Keep up the great work!
Last edited by BoH_Havoc; 05/20/08 01:23.
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Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: BoH_Havoc]
#208306
05/26/08 15:00
05/26/08 15:00
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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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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