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Author Topic: Winter Wonderland  (Read 2446 times)
Toaster
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« on: December 23, 2010, 08:39:21 PM »

Merry Christmas everybody! Smiley

I used over 14 shaders for this, each customized to different meshes/effects. Some notable features included:
  • Light Pre Pass(Over 100 lights)
  • Procedural Snow Shader
  • Realtime Ambient with several techniques
  • Metal Shader
  • Music snyc'd with lighting
  • Semi-Working AA(up to 16x if your card supports)

Video:
http://www.youtube.com/watch?v=uEf_eOf3lrw

Executable:
http://www.mediafire.com/?ni05kvico3gooyv

Requirements:
  • Dual Core CPU
  • At least 2 gb's of ram
  • A modern DX10 GPU

If you cant run you'll have to enjoy the video instead! Wink

Controls:
  • Press Spacebar or Right Mouse button to activate camera.
  • WASD to move and use R/F to move up and down.
  • 1-7 to select a track.

I hope you enjoy this! It took a lot of time and effort to do. Smiley

-Toaster
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arnienet
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« Reply #1 on: December 23, 2010, 09:37:08 PM »

That is most impressive, I can see a lot of work has gone into that indeed. The Christmas light shader is particularly good, nice timing with the music - would like to see the shader for that one! Grin

The video wasn't available when I tried, and you might have noticed some of the terrains / chunks are not stitched properly, but great stuff indeed.
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Total Dev time = 50% to code, 50% to test, 50% to find errors, 50% to fix, that's why it takes twice as long.

Dawn World MMO
Dimple
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« Reply #2 on: December 23, 2010, 09:42:35 PM »

Merry Christmas Toaster!

Thanks for the X-Mas Card with music.  I watched the video very, very good work. Will be trying the program on my pc later tonight. Should work on my 3yr old laptop.  I hope!

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Using VB.NET, TV3D 6.5, VISTA
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Toaster
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« Reply #3 on: December 23, 2010, 10:35:54 PM »

That is most impressive, I can see a lot of work has gone into that indeed. The Christmas light shader is particularly good, nice timing with the music - would like to see the shader for that one! Grin

The video wasn't available when I tried, and you might have noticed some of the terrains / chunks are not stitched properly, but great stuff indeed.

Yeah the terrain I slacked off on. Its super hard to get nice terrain at decent speeds. Tongue

I just ended up throwing the enable LOD with ultra low and since I used average for my precision it gets those nasty stitching in some places! lol

Hey dimple! you are welcome! Smiley I hope it runs on your laptop! although I wouldn't count on it too much! It runs at 40-60 fps on my laptop. Tongue

-Toaster
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arnienet
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« Reply #4 on: December 24, 2010, 06:30:54 AM »

And I meant to say Happy Christmas too Smiley
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Total Dev time = 50% to code, 50% to test, 50% to find errors, 50% to fix, that's why it takes twice as long.

Dawn World MMO
beyonder
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« Reply #5 on: December 24, 2010, 02:34:44 PM »

Merry Christmas everyone.

This reminds me of the demo scene back in the 90's. I had an Amiga 2000 with 500 disks of demos!

Good job. Love your snow particles. Nailed it.  Smiley
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"And what I saw scared me to the depths of my miserable soul. It was true, it was all a sham, it ain't real." - The Thirteenth Floor
AriusEso
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Esoteric


« Reply #6 on: December 24, 2010, 05:37:54 PM »

I probably already said it on IRC man, of not, Happy Christmas -- good work as always. See you in the new year. Cheesy
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tedlin01
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« Reply #7 on: December 25, 2010, 12:47:59 AM »

haha well done! merry christmas!
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Dimple
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« Reply #8 on: December 27, 2010, 12:55:52 AM »

Toaster,

It runs just fine on my laptop, but I don't see the FPS showing any where? Do you have it set up to turn it off and on some how? As it is I can't say if it runs faster or slower than you said yours does.  Just curious...  Hope you and everybody else had a good holiday!

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Using VB.NET, TV3D 6.5, VISTA
~~~~~~~~~~~~~~~~~~~~~~~

"Know how to ask. There is nothing more difficult for some people, nor for others, easier."

- Baltasar Gracian
PaulTheAxeman
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« Reply #9 on: December 27, 2010, 06:50:27 AM »

 Grin Brilliant. Really enjoyed that. The fact that you can have a little wander around as well makes it just that extra bit special. Nice work.
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Toaster
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« Reply #10 on: December 27, 2010, 12:53:01 PM »

Grin Brilliant. Really enjoyed that. The fact that you can have a little wander around as well makes it just that extra bit special. Nice work.
Thanks, it wasn't too hard to add the wander around, I wanted to do a pathed camera but I just didn't have time to develop a system for that.


Toaster,

It runs just fine on my laptop, but I don't see the FPS showing any where? Do you have it set up to turn it off and on some how? As it is I can't say if it runs faster or slower than you said yours does.  Just curious...  Hope you and everybody else had a good holiday!
Yeah I turned it off for artistic purposes I should of turned it on though with a button or something lol!

-Toaster
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Aki
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« Reply #11 on: December 29, 2010, 09:13:36 PM »

Very cool! Two quick things I noticed:

the bottom of the building on the left looks like a bit sharp if you get what I mean - maybe cheat and smooth the normal at the bottom (or incorporate [Position.Y = 0] = snow) Tongue

the xmas lights switch on and off all at the same time! maybe separate by channel or add a multiplicatively blending noise texture (on the lightmap - if that's what you mean by light prepass, I can't quite remember what that technique entails).

Still, very cool.
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Toaster
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« Reply #12 on: December 29, 2010, 11:08:02 PM »

the bottom of the building on the left looks like a bit sharp if you get what I mean - maybe cheat and smooth the normal at the bottom (or incorporate [Position.Y = 0] = snow) Tongue

Ah idk what you mean by sharp?

the xmas lights switch on and off all at the same time! maybe separate by channel or add a multiplicatively blending noise texture (on the lightmap - if that's what you mean by light prepass, I can't quite remember what that technique entails).

Yeah I wanted to do something that would provide lights for different aspects of the music(beat, lyrics, and melody), but I didn't have time to make that before xmas. lol

With my light pre pass system each light can be changed dynamically, all the lighting is real time(except the ambient which is a cubemap I guess). Light pre pass is the same thing as deferred rendering but you can render all of your stuff in the forward renderer, meaning that you get access to things like AA, and other stuff.

-Toaster
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