luz que no corresponde

Posted By: jumpu

luz que no corresponde - 01/20/14 08:08

Sorry but not Inglish.
Hola, si alguien de habla hispana me pudiese ayudar se lo agradecería.
Estoy haciendo un salvapantallas, y tengo un problema de iluminación, en el siguiente link esta el código y los objetos del salvapantallas,"https://www.dropbox.com/sh/t4w9mu0g385578h/L3At2mt0Ks" si lo ejecutáis, veréis que las patas de la mesa reciben luz, cuando no debería ser así; ¿Cómo puedo resolverlo? Y ¿Cómo podía mejorar la iluminación general?.
Gracias.
Un saludo Jumpu.
Posted By: txesmi

Re: luz que no corresponde - 01/20/14 10:48

Aupa Jumpu,
recién te he contestado en gameartspain y he visto este post.

Salud!
Posted By: txesmi

the epilogue of a success - 01/21/14 11:35

Originally Posted By: Jumpu

How can I improve the lighting of this scene?




ambient color and light color


single depth cubemap shadows



triple depth cubemap shadows


screen space ambient occlusion


to be continued...
Posted By: txesmi

Re: the epilogue of a success - 01/21/14 11:36

The result



Posted By: Feindbild

Re: the epilogue of a success - 01/21/14 14:08

holy fuck this is looking great!
Posted By: txesmi

Re: the epilogue of a success - 01/21/14 14:59

thanks!

homemade antialiasing and a bit of depth blur




Posted By: Feindbild

Re: the epilogue of a success - 01/21/14 16:16

250 FPS... what machine are you running? will you be releasing the project files when you're done? I love the look of it! this could become an amazing 3D adventure game
Posted By: txesmi

Re: the epilogue of a success - 01/21/14 23:34

Originally Posted By: Feindbild
what machine are you running?

an Asus GeForceGTX660.

Originally Posted By: Feindbild
will you be releasing the project files when you're done?

Unfortunatelly I don't own the models. I will talk to Jumpu...

Salud!
Posted By: Superku

Re: the epilogue of a success - 01/22/14 00:49

Looks indeed fantastic! Only the candles still have some pixelated edges which hurt the overall result/ look.
Posted By: txesmi

Re: the epilogue of a success - 01/22/14 10:40

Thanks!

I'm not able to properly blur those candel pixels with the actual antialiasing approach (border detection + gaussian blur). Time to try a supersampling render chain.


Posted By: txesmi

Re: the epilogue of a success - 01/22/14 13:45

Full screen supersampled antialiasing. Much better laugh


Posted By: txesmi

Re: the epilogue of a success - 01/22/14 15:11

Silly me was applying ambient occlusion layer after supersampling



Posted By: txesmi

Re: the epilogue of a success - 01/22/14 17:18

The final cut

DOWNLOAD
Posted By: Quad

Re: the epilogue of a success - 01/22/14 17:48

Okay. Pretty cool.

But the problem with your method of anti-aliasing is that even though it looks better than no anti-aliasing in screenshots, it sometimes makes aliasing more noticeable in motion. It looks like the aliased lines are "walking" when you look from certain angles and slowly rotate the camera.

It also seems to me like SSAO(or some other effect) is 1 frame behind.
Posted By: Kartoffel

Re: the epilogue of a success - 01/22/14 17:55

looks really awesome, but it doesn't look like ssaa to me (wrong offsets / wrong downsampling?) tongue

edit:
oh and just in case you didn't know: wrs doesn't prevent curious people like me from looking at your shaders (use pre-compiled shaders instead):

Click to reveal..

Posted By: txesmi

Re: the epilogue of a success - 01/22/14 18:48

Not really a problem. You can download the same files unpacked in the original spanish topic. The main problem here is the propiety of the models that I don`t own.

It is not really a SSAO, but my personal approach. That is why I'd say strange not wrong xP
Posted By: Kartoffel

Re: the epilogue of a success - 01/22/14 18:56

sorry, I was talking about the supersampling (-antialiasing), not screenspace ambient occlusion grin
Posted By: txesmi

Re: the epilogue of a success - 01/23/14 09:30

@Kartoffel
You are totally right, sorry. I botched the supersampling xP

now the supersampled image looks as expected
Code:
float2 texCoor = inTex.xy / 2.0;
texCoor += vecViewPort.zw * 0.25f;
finalColor.rgb = tex2D ( mtlSkin1Sampler, texCoor.xy ).rgb;





and this is the downsampled image
Code:
float2 offset[4] = {  1,  1, -1,  1,  1, -1, -1, -1 };
float2 texCoor = inTex.xy*2.0f + vecViewPort.zw*0.25f; 
float2 fScale = vecViewPort.zw * 0.125f;
for ( int i=0; i<4; i+=1 )
{
	float2 Offset = offset[i].xy * fScale;
	tex.rgb += tex2D ( mtlSkin1Sampler, texCoor.xy+Offset.xy ).rgb * 0.25f;
}










Posted By: txesmi

Re: the epilogue of a success - 01/23/14 22:05

What about HDR for the candels?



Posted By: Iglarion

Re: the epilogue of a success - 01/23/14 22:21

Looks great!
Posted By: sivan

Re: the epilogue of a success - 01/24/14 15:08

nice but the shading of candels is not smooth from a close view, I mean they look not round.
Posted By: Dooley

Re: the epilogue of a success - 02/01/14 09:30

Stunning! I'm amazed that it's 3DGS laugh Keep up the good work!
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