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Re: What are you working on? [Re: txesmi] #404406
07/08/12 16:40
07/08/12 16:40
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Then what is your problem? Don't you wish that the sky is blurred? If not, you can solve it rather technically by using something like clip_far - 1 as threshold and write 0 instead into the depthmap, or you create a buffer, in which you write 0 and 1, which parts of the scene should be combined with the blurred image (where the sky would be black then) - you take this mask as lerp factor between unblurred and blurred image in the composite pass.

Re: What are you working on? [Re: HeelX] #404407
07/08/12 17:11
07/08/12 17:11
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
@txesmi
This looks damn shocking good.

Edit: I forgot to say, really nice sky kartoffel

Last edited by rayp; 07/08/12 17:12.

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Re: What are you working on? [Re: rayp] #404420
07/08/12 21:09
07/08/12 21:09
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Thank you very much for your kind words! smile

Originally Posted By: Hummel
Why to hell do you want to use Shade-C water when you are able to write your own shaders?!
Well... good question grin . I've got almost no experience with vertex-shaders so I have
no idea how to add 3D waves, calculate the reflections but I'll definitely try when I've got more time.

Originally Posted By: HeelX
Then what is your problem? Don't you wish that the sky is blurred?
The stars in the night are a sky-entity and it doesn't look very good if they get blurred... but I'll find a way to fix that

Originally Posted By: txesmi
When a skybox is rendered in a depth view, it writes the camera clip far value.
Good to know. Thank you!

Last edited by Kartoffel; 07/08/12 21:10.

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Re: What are you working on? [Re: Kartoffel] #404424
07/08/12 23:29
07/08/12 23:29
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
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Timothy  Offline
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Joined: Apr 2007
Posts: 141
Germany
I am currently trying to make some (hopefully) eerie urban levels. To achieve the floor reflection I use a slightly modified watershader from the library.



bigger resolution


Last edited by Timothy; 07/08/12 23:32.
Re: What are you working on? [Re: Timothy] #404447
07/09/12 10:27
07/09/12 10:27
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Looks very atmospheric. Maybe you could tryout the SSAO shader. Should perfectly interact with your atmospheric scene.


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Re: What are you working on? [Re: Rackscha] #404468
07/09/12 17:44
07/09/12 17:44
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Indeed atmospheric. Just the ceiling texture looks wrong. You wouldn't epxect dirt "spikes" goint to the center of the floor on it. These spikes build up when liquid runs down the wall. You'd expect spots and stains on the ceiling.


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Re: What are you working on? [Re: Uhrwerk] #404506
07/10/12 06:48
07/10/12 06:48
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Joined: Dec 2003
Posts: 1,225
germany
ok two things.

first the light shouldnt spot the ceiling. And the walls should be a little biger than 5 centimeters.

While watching the image I asked myself...what cruel bloody gory nightmarecreatures lurke behind that doors.

Or is it simply a zombiehorde thirsty to the blood of the one who let them out.


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #404507
07/10/12 06:49
07/10/12 06:49
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
The floor is too clean and shiny.

Re: What are you working on? [Re: HeelX] #404508
07/10/12 07:20
07/10/12 07:20
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
yes, this lamp would never give light on ceiling.

and the ceiling texture could be replaced by a cracked concrete material e.g with some decals of piece of collapsed plasters. and similar dirt could be added to the floor.

and wall textures could be also more realistic, if instead of the grey colour, you would choose another mat colour, to show that it was painted a couple of times before, but the layers are worn out, for example by keeping those white traces on that ugly greenish paint used in hospitals formerly, like in the basement of the Technical University of Budapest 10 years ago grin.

and yes, the maintenance crew is definitely concentrating only to floor clearing grin


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Re: What are you working on? [Re: sivan] #404514
07/10/12 12:15
07/10/12 12:15
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
First, thanks for your advice!
I added HeelX's SSAO.
Also the ceiling is not affected by the light anymore and
has a different texture now.
The floor is not that shiny anymore.


bigger resoultion

bigger resolution

However, I think I have to change the neon lamp models. Also I will add dirt decals for the floor (or fire the maintenance crew).

Html:
And the walls should be a little biger than 5 centimeters.


@gri what do you mean grin ?

Html:
if instead of the grey colour, you would choose another
mat colour, to show that it was painted a couple of times before


@sivan I did that before but it looked strange.


Last edited by Timothy; 07/10/12 12:19.
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