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Re: What are you working on? [Re: sivan] #441210
05/15/14 12:47
05/15/14 12:47
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
you, are, welcome, dude laugh

Btw to be honest, that water in the picture doesn't looks nice. Why don't just you use my shader or another good shader for sea/ocean?

Re: What are you working on? [Re: Emre] #441213
05/15/14 12:57
05/15/14 12:57
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
I don't really need currently a water shader that looks very good from close, I need something just fine for a strategy game. your water shader is very nice from a close view, but quite repetitive from a higher camera position, and experienced also some artifacts when adjusted fog and some other parameters, maybe clip_far, I don't remember. moreover, it would require a lot of time, and more shader knowledge, to implement a really great one, and I'm not sure it does worth it...


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Re: What are you working on? [Re: sivan] #441298
05/18/14 10:59
05/18/14 10:59
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Advanced depth effect:
Bends over at distance to simulate earth bending. You can see taller objects before ground level objects


EDIT: Further improvements!


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #441301
05/18/14 16:04
05/18/14 16:04
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Really nice to see the work that is going on around the world laugh Great stuff, MasterQ32 laugh


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Re: What are you working on? [Re: DLively] #441388
05/21/14 05:42
05/21/14 05:42
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
Working on an interactive perlin noise shader (it's ready only interactivity is missing), voronoi shader, rigid noise shader for fast procedural heightmap generation.

Here my interactive voronoi shader:
https://www.youtube.com/watch?v=TztM_34_Fxg

Re: What are you working on? [Re: jenGs] #441395
05/21/14 08:40
05/21/14 08:40
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Looks really nice! Have you already tried to map those heightmaps onto a terrain?
Could look great with the interactivity to build up your terrains


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #441407
05/21/14 15:30
05/21/14 15:30
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
yes I did. I used the vertex shader for a fast terrain preview. I used directly the noise shader algorithm to set the height. When you shift the positions inbetween 0 to 1 the result matches the preview on the bitmap and the result is more accurate then a texture lookup.

Re: What are you working on? [Re: jenGs] #441421
05/22/14 13:09
05/22/14 13:09
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Oh nice. But i think you should do it on the CPU because DX9 has no support for transform feedback (reading the vertex buffer back to the CPU) to generate collision heightmaps.


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #441430
05/22/14 16:32
05/22/14 16:32
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
Yes, you are right. I planed it to be used only as a preview technique. The calculation of the normals in my shader is very expensive and eats the framerate for breakfast.

The problem with cpu deformation is, that I need to use cpu bmap lookup. There I loose the speed I gained by generating the heightmaps with a shader.

Perhaps the terrain preview will only be semi realtime, when you release the left mousebutton to set the value, not during every frame during value changes.

Re: What are you working on? [Re: jenGs] #441431
05/22/14 17:41
05/22/14 17:41
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
i think for preview it's perfectly okay to use the shader directly, but for cpu feedback, texture lookups are pretty fast (only copying the texture back is expensive)


Visit my site: www.masterq32.de
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