Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (degenerate_762), 1,098 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 187 of 554 1 2 185 186 187 188 189 553 554
Re: What are you working on? [Re: HeelX] #405228
07/26/12 12:59
07/26/12 12:59
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I did some further normals tweaking together with better sun+ambient+diffuse values - and sorry for those ugly sprite shadows grin
in A7:

and in A8:


Last edited by sivan; 07/26/12 17:07.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405258
07/26/12 22:37
07/26/12 22:37
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
Expert
Error014  Offline
Expert

Joined: Jul 2002
Posts: 3,208
Germany
I like the A7 shots better. The A8 shots are a bit too bright - it's like you overused the bloom. Tone it down a bit (make it really subtle)! laugh


HeelX, that looks pretty great. Cool stuff laugh



--


Here are, then, Conveyer Belts. Also, Laser on a Conveyer Belt.




Last edited by Error014; 07/26/12 22:38. Reason: corrected wording

Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: What are you working on? [Re: Error014] #405262
07/27/12 01:23
07/27/12 01:23
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
@HeelX: this view-space material map looks like a really smart idea. laugh
Is there a paper which further elaborates this concept?

Re: What are you working on? [Re: Hummel] #405264
07/27/12 04:35
07/27/12 04:35
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
@sivan Overall the scene looks nice.
But either the shadows are too dark, or the trees could use more contrast.

I would try 2 things:
either increase the transparence of the shadow blobs and make them even more blurred.

Or try to alter the trees, in a way that the leave-patches
are darker at the bottom and inside.
And lighter on the outside.
This makes the trees have more contrast.
(outside shiny, inside more shadowy)

And the trunk of the tree should also be darker than
the leaves, especially in the middle where the leaves are dense.





Re: What are you working on? [Re: Damocles] #405267
07/27/12 07:03
07/27/12 07:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
thanks, yes I used the mtl_hdr not too wisely, the truth is somewhere between the 2 scenarios, but playing with lights and materials to get proper contrast is not so easy (until I integrate it into my editor where it is in real time), the wind shader also decreases leaf contrasts a bit, and setting the leaf normals a bit differently also affects leaf contrasts...
shadows are only placeholders, I'll create them from tree model view images (like in my fake tree shadow system for Unity free - sorry for mentioning the enemy laugh )

Last edited by sivan; 07/27/12 07:15.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #405275
07/27/12 09:13
07/27/12 09:13
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
@Hummel:

No, not really. Basically you take the viewspace normal and fetch from the center of the texture, which I generated in Cinema4D. I came up with this when ParadoxStudio showed their work with cloning the MatCap technique from Pixologix (in ZBrush) - and they use it to render a complex material in e.g. 3DS Max with lights, ambient and everything the material on a sphere. The rendered hemisphere then "bakes" the material properties including lighting and specular and so on at every pixel, which has of course a certain view-space normal. In the approach, you use the view-space normal of your object to fetch exactly that pixel and voilá, you get the pre-rendered lighting from 3DS Max.

Problem is, that this is super-static and the illusion breaks, if the camera moves around the object. If the material is uni-color, you can use it, though, e.g. for car-paint materials or piano coating. You can also apply a texture pattern on it, but then it really breaks down, because when you move around the object, the pattern "stays".

Interestingly, I read yesterday a paper about rendering techniques of the Toy Story 3 game. They said, that they use spherical harmonics for the ambient term and they render that on a spherical map, with they then use as a lookup (see texture in the upper left corner of the screen). The benefit is that you calculate each term once and then you just do a lookup for each pixel, which has also the benefit that it can be instantly used in a deferred shading context.



I already prepared a scene in C4D with spherical texture map:



Since C4D can bake me the color, lighting, both, and reflection, I am going to try to combine them:



The goal would be to translate the viewspace normal to a corresponding UV coordinate and fetch there.

Re: What are you working on? [Re: HeelX] #405293
07/27/12 12:07
07/27/12 12:07
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
@HeelX
It looks really promising!

-------------------------------
I'm working on a joystick managed inventory with a very noticeable Rage game inventorys' influence. Not really interesting but it tooks its time grin

When a new item is added, it is classified by a prestablished category, subcategory and alphabetic order in last instance. All the categories and subcategories that have not items are occluded and they result in a transparent navigation. Each category is a linked list. It is navigable item by item or subcategory by subcategory. The item navigation is accelerated when mantaining the joystick up or down. Each item has its own action menu navigable one by one. All the panel bmaps are rendered with bmap_rendertarget when something is changed.



VIDEO

Salud!

Re: What are you working on? [Re: txesmi] #405300
07/27/12 13:53
07/27/12 13:53
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,107
Germany
@txesmi
I really like the look of your inventory(?). Looks like hard work and really pro. Is this for one of your games or a single code project ?

greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #405302
07/27/12 14:21
07/27/12 14:21
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
@rayp
thanks! wink
I have more than one project always in my head and I work with modules, so it serves to more than one game. But the main project at the moment is that of the omnishadows I show you sometime ago.

Salud!

edited___________
I forgot to say that all the item icons are from Ryzom art assets, published with cc-by-sa license and the inventory is not screen resolution dependant!

Re: What are you working on? [Re: txesmi] #405306
07/27/12 15:59
07/27/12 15:59
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
@HeelX: I thought the idea is to speed up directional lighting by calculating the lighting for "all" possible view space normals only once per frame, e.g. illuminating a "sphere" in view space which gives you the material/lighting map.

Page 187 of 554 1 2 185 186 187 188 189 553 554

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1