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Search found 892 matches Page 89 of 90
by JeffR
Mon Feb 23, 2015 3:52 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70226
Alright, that's pretty slick, there :D
by JeffR
Sat Feb 14, 2015 4:11 am
Forum: Rendering
Topic: Offline Light Propagation Volumes
Replies: 67
Views: 27047
By technically.

More appropriately, it just doesn't light certain areas. However, for it to be of a decent quality, you've got to get the resolution pretty high on the grid.
by JeffR
Thu Feb 12, 2015 3:44 pm
Forum: Content
Topic: Better Foliage
Replies: 39
Views: 26893
Well, for example, blender doesn't have very good tools for manually editing normals. As well as if you're trying to use art packs in the engine - needing to crack those open and manually fix them is kind of an annoying step that slows down prototyping and the like. It's not a hard fix, but streamli...
by JeffR
Wed Feb 11, 2015 6:39 pm
Forum: Content
Topic: Better Foliage
Replies: 39
Views: 26893
I'm still not sure how you're not seeing shading on polies that face away from light sources like the sun though. That's the single biggest cause of ugly foliage in T3D.

Also, what's the tri count on your high-res grass mesh?

Pretty awesome shot there at though :)
by JeffR
Wed Feb 11, 2015 4:17 pm
Forum: Content
Topic: Better Foliage
Replies: 39
Views: 26893
@
User avatar
Nils


Interesting. How did you set up the materials/models so they don't deal with backshading?
by JeffR
Tue Feb 10, 2015 9:08 pm
Forum: Rendering
Topic: Offline Light Propagation Volumes
Replies: 67
Views: 27047
That's a pretty good question. I'm honestly not sure. I haven't looked too much into the guts of recast, but I'd hazard it's *probably* a split between voxelization and generating the new navmesh. You can do both pretty fast, but when you make it happen in large areas, it can get bad. I did a lot of...
by JeffR
Tue Feb 10, 2015 5:26 pm
Forum: Content
Topic: Better Foliage
Replies: 39
Views: 26893
I had not, but in the long run, it seems somewhat poor form to require artists to do special proprietary workarounds to get their art to work in the engine.

It'd probably work as a stopgap solution, but updating the lighting stuffs to properly accommodate foliage is a better long-term plan.
by JeffR
Mon Feb 09, 2015 4:04 pm
Forum: Rendering
Topic: Offline Light Propagation Volumes
Replies: 67
Views: 27047
If we are going to do that we might as well wait and migrate over to OpenGL next which is being unveiled at GDC this year :D OpenGL has been ready for quite awhile now to use in commercial games ;) , valve got great results when they ported . Both NVidia and AMD have decent drivers now for GL, much...
by JeffR
Sun Feb 08, 2015 4:53 am
Forum: Rendering
Topic: Offline Light Propagation Volumes
Replies: 67
Views: 27047
As Andrew said, I've jumped in to help with this because this is sorta an awesome thing to have for Torque. I've been focusing on improving the voxelization process. I've got pretty good headway on the new approach, but there are some bugs to iron out before it can be really considered "working". ht...
by JeffR
Sun Feb 08, 2015 4:43 am
Forum: Content
Topic: Better Foliage
Replies: 39
Views: 26893
Oh whoops, I thought that first screen was Torque. Should have known it was suspiciously good :P. The first screen is Torque, from the Pacific Demo. Unless you mean the screen that's nothing but grass. Then yes, that's CryEngine. Now, post screenshots of your new grass in Torque :P I'll do a little...
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