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Random "work in progress" shots

category: general [glöplog]
branch: it looks nicey :)
Quote:
pony? :O


I don't know how anyone could even remotely see a pony in that screenshot, but okay, whatever you like :D



(also, fuck it, have another sneak preview)

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added on the 2014-04-05 18:33:37 by ___ ___
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added on the 2014-04-05 21:03:58 by maytz maytz
there was made using this:
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    What:
  • vim for editing shaders
  • tool that: monitors shader changes and tracks shader dependencies; also camera wsad+mouselook
  • shaders are: terrain generator, terrain erosion (one iteration), cheap draft-preview/edit raymarcher (material zoning tech color, no scattering), final raymarcher (expensive scattering, full material)




Sadly, I didn't have time to leverage its full potential ;_; and ended up with terrible result (also, artist needed!).
added on the 2014-04-06 10:11:47 by provod provod
provod: care to share the sources?
added on the 2014-04-06 14:38:30 by visy visy
visy: i'd love to, but i have yet to allocate time for that
added on the 2014-04-06 18:42:50 by provod provod
Working hard on destroying your beam slides...

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added on the 2014-04-06 23:33:36 by kb_ kb_
provod: I see you had more success with cloud rendering than I did... Are you raymarching a noise field across the cloud layer?

I was marching through the cloud, and at each point marching towards the sun to determine attenuation of the incoming light to scatter back towards the viewer. Anything that looked semi-decent ran at 2-3fps.
added on the 2014-04-07 04:23:52 by bloodnok bloodnok
boodnok: yes i do, but the screenshot above is nowhere near realtime. in fact, it takes 10-20sec to render one on a top gpu (thanks, titan. thitan). there are bonus links to animations in the post.
there are even some tricks like fast-scattering path for regions with little detail, but they don't make such a difference; it is still mandatory to take millions of samples per ray to get rid of visible artifacts on fullhd res.

however, if you coarse the integration (basically, take less samples along the ray), it is possible to do in realtime, see my first attempt at realtime scattering.
added on the 2014-04-07 05:51:58 by provod provod
s/boodnok/bloodnok/
sorry
added on the 2014-04-07 05:52:22 by provod provod
WIP shots from subspace / science:

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added on the 2014-04-07 10:54:22 by arm1n arm1n
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added on the 2014-04-07 19:34:24 by pandur pandur
krass, pandur! next-gen lighting FTW :)
added on the 2014-04-08 07:58:25 by arm1n arm1n
krass indeed, fehlt nur noch self-shadowing im mund und nase :)
added on the 2014-04-08 10:37:36 by xTr1m xTr1m
Thants provod...

A trick I use in my realtime scattering is to randomize the marching step size per pixel and per frame. Temporal dithering or some shit.

I've cranked it up so the noise is visible (especially in the sky):

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added on the 2014-04-08 11:04:42 by bloodnok bloodnok
Pandur: Wow, how was that model acquired? :)
added on the 2014-04-08 11:16:04 by kusma kusma
bloodnok: this is seriously cool. and looking at your times makes me want to go curl in a corner somewhere and die from incompetence.

(are you raymarching your terrain?)
added on the 2014-04-08 18:10:11 by provod provod
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added on the 2014-04-08 22:25:46 by losso losso
kusma: a lot of photos with a dslr and agisoft photoscan software. and a lot of cleaning up the mesh + some really talented 3d guys (not me). but the result will be better than this, currently that is a wrong normal map, no specmap, wrong (irl) lightning etc.
will look into sss, but i fear the result will always be uncanny...
added on the 2014-04-08 22:37:16 by pandur pandur
provod: It's using tiled grids and a heightfield. I used to have a raymarcher for distant tiles (where the triangle size was well below pixel size), but I took it out. It's very brute-force. I have a bunch of vertex buffers for power-of-two grids. They have a skirt around the edges to fill in any holes between patches of differing resolution. The vertex shader displaces the grid vertices using the terrain heightmap + detail map. Normals/material are rendered to a gbuffer and the raycasting is done off that. There's an tonemapping step at the end - I haven't done the bloom yet. Sky cubemap, shadows and AO are precomputed whenever the sun position or terrain changes and are very non-realtime.
added on the 2014-04-09 01:08:10 by bloodnok bloodnok
provod: one question! what is your window(tiling?) manager? :D
added on the 2014-04-09 15:05:00 by rez rez
pandur: good shit! but shouldnt you have your mouth open for proper talk animations later? :)
bloodnok: ah, i see. i raymarch everything, and that's costly. i will try your suggestion to randomize marching (i missed that thought somehow), as i also extpect it to fix some other glitches.

rez: awesome
added on the 2014-04-09 18:44:19 by provod provod
maali, maybe i should not put this on the net, but here you go: (fully animatable)
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added on the 2014-04-09 21:48:04 by pandur pandur

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