AriusEso
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« on: December 17, 2008, 07:01:15 AM » |
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It's been a while since I've written anything in TV. I wanted to take a bit of a break from my usual D3D10 nightmare and get back into a bit of TV stuffs. So I decided to write a whole new version of Meadow. So far I just have the intro/credits screen up and running. Still needs some work, but it's all nice and HDRR'd. [click for 1920x1080]  Low-quality video: http://uk.youtube.com/watch?v=VCXqrYxYvrEThis thread will be the projects home throughout it's development. Expect more screens and videos soon  .
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AriusEso
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« Reply #1 on: December 17, 2008, 01:45:46 PM » |
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Added SSAO and specular highlights. I also added blending support, a lot of you won't know why I mention that, but those that know about blending on floating point targets will. I improved the water a bit also, but you can't really see it in the screen. I'll do shadows tommorow and then move on to the main landscaping portion. [click for 1920x1080]  Apologies for the lousy cap.
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lovetv3d
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« Reply #2 on: December 17, 2008, 02:19:56 PM » |
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COOL
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Sorry for poor English
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AriusEso
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« Reply #3 on: December 18, 2008, 10:56:50 AM » |
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Ok, shadows in. Not the best scene to demonstrate, but you can see them along that back wall there. They are combined with the SSAO buffer so they kind of get a free blur there. [click for 1920x1080] 
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Zaknafein
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« Reply #4 on: December 18, 2008, 11:15:48 AM » |
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I like the color theme and the paint-looking substance that you've got at the bottom. 
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AriusEso
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« Reply #5 on: December 18, 2008, 11:59:41 AM » |
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I like the color theme and the paint-looking substance that you've got at the bottom.  Aha, yea, I can never leave textures alone. In the time I posted that it already looks a lot different: [click for 1920x1080]  The cubes are obviously still a work in progress and the TV3D text at the bottom of the pool needs reworking.
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Toaster
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« Reply #7 on: December 19, 2008, 02:41:22 PM » |
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Looks really good so far Arius!  What shadow filtering system did you use? Did you blur them along with the SSAO and HDR or is it just standard PCF?
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AriusEso
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« Reply #8 on: December 19, 2008, 03:07:27 PM » |
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Looks really good so far Arius!  What shadow filtering system did you use? Did you blur them along with the SSAO and HDR or is it just standard PCF? It's just my usual shadow mapping shader - you know the one man, modified slightly so that I could dump it in with the SSAO buffer. Then yea, it's blurred right in there with the SSAO which is cool cause it has normal checking to limit bleed.
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Toaster
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« Reply #9 on: December 19, 2008, 05:59:24 PM » |
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Ah cool you should work on adaptive exposure for the HDR or well maybe not lol depends what you like I guess. Also did you work out the bloom for the HDR too?
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AriusEso
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« Reply #10 on: December 20, 2008, 04:51:33 AM » |
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Ah cool you should work on adaptive exposure for the HDR or well maybe not lol depends what you like I guess. Also did you work out the bloom for the HDR too?
The nature of this means AE isn't really required. Meadow is typically outside and set at night( or kind of dusk I guess ). But who knows, when I start on the landscaping I might find it's a good idea. As for the bloom, lol, I fixed that right after I released the HDRR demo. It's a little different now though, blur is a bit faster( as is the SSAO blur ). At the same time, I might even tone down the bloom a bit, again it depends on how it looks once I have the landscaping and such in.
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AriusEso
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« Reply #11 on: January 08, 2009, 06:50:42 AM » |
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Still working on things, but here is how the new glowBall(tm) is currently looking. You can suck in light orbs to brighten things, increase exposure and change it's colour. It's a little hacky atm, but you get the idea: http://uk.youtube.com/watch?v=YXxndhSRCdM
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Toaster
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« Reply #12 on: January 08, 2009, 04:45:55 PM » |
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Looks pretty amazing! Keep up the good work! 
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AriusEso
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« Reply #13 on: January 10, 2009, 08:19:06 AM » |
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Looks pretty amazing! Keep up the good work!  Thanks man. Btw, that SSAO bug I showed you on MSN - I think I fixed it. 
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AriusEso
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« Reply #14 on: January 10, 2009, 09:35:27 AM » |
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I've managed to get the landscape shadow mapping a lot softer. Ignore the poor texturing. [click for 1920x1080] 
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AriusEso
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« Reply #15 on: January 11, 2009, 09:44:30 AM » |
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Getting somewhere now. I still need to add a lot of things, but it's looking a bit nicer now( still ignore the landscape texture lol, I haven't gotten around to the splatting yet ). [click for 1920x1080]  Btw, if anyone has any good looking tree models and is willing to let me use them I'd appreciate it. Thanks.
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AriusEso
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« Reply #16 on: January 11, 2009, 04:24:36 PM » |
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[click for 1920x1080]  Ignore the sky, I haven't done that yet.  Next: Wind, per-pixel lighting. 
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Zaknafein
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« Reply #17 on: January 11, 2009, 05:12:05 PM » |
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Holy Jeebus, minimesh grass + landscape shadows = <3 <3 <3
This is shaping up very nicely. Are you doing this for a competition of some sort?
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AriusEso
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« Reply #18 on: January 11, 2009, 05:13:37 PM » |
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This is shaping up very nicely. Are you doing this for a competition of some sort?
Nah, just boredom beating. 
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nadjibus
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« Reply #19 on: January 11, 2009, 05:36:41 PM » |
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WOW! Great landscape and grass! how did you manage to make that grass?? I dont seem to know how to make good looking grass :s can you send me the grass texture to see it and try to make one that looks like it? (I presume that the model used for grass is a crossplane) It'll be very kind. and btw how many minimeshes are rendered in that screenshot? Thanks in advance AriusEso. 
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