Global Illumination

Moderator: andrewmac

40 posts Page 4 of 4
andrewmac
Posts: 295
Joined: Tue Feb 03, 2015 9:45 pm
 
by andrewmac » Mon Sep 07, 2015 3:42 am
Oh yeah, sorry, GI is off in that pic. I was just testing shadows. Was probably a dumb idea to post that in the GI thread :oops:
JeffR
DEVGRU
Posts: 957
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Mon Sep 07, 2015 8:35 am
I think this andrew guy needs to be banned because he keeps going off-topic ;)
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Mon Sep 07, 2015 9:16 am
I think this andrew guy needs to be banned because he keeps going off-topic ;)
Nee. He is a good guy.

We all make mistakes.

@ andrewmac could you please add some new pictures. You could make a comparison side by side (quality and fps).
andrewmac
Posts: 295
Joined: Tue Feb 03, 2015 9:45 pm
 
by andrewmac » Tue Sep 08, 2015 4:14 pm
@
User avatar
JeffR
: That guy should have been banned long ago.

@
User avatar
Chelaru
: Comparison shots of shadows? Naw, it's too far gone at this point. I've cleaned up the code, removed all the old methods and pushed it. I'm pretty happy with the results for now so I'm moving onto bigger and better things. Will hopefully have more GI shots soon though. Like I mentioned in a previous post I just went off track to improve shadows and antialiasing because their lack of quality was distracting in the GI shots.
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Tue Sep 08, 2015 7:39 pm
@ andrewmac i meant that you could use the old photo from this thread. i was just curios. But if it is to much for you, i trust you did a wonderful job :D
brother_david
Posts: 32
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Tue Feb 16, 2021 3:21 pm
Whatever happened to this, since its all the hype nowadays?
Duion
Posts: 1652
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Feb 16, 2021 8:53 pm
Andrewmac left our community, because they refused to ban me on their IRC channel after he offered to pay the admins to ban me.

However I have a version of the SSDO shader which needs someone to implement it, this will add some fake global illumination using the postFX system. I did not bother to implement it, since SSAO was good enough for me in the short run. If you want to help implementing it go ahead.
brother_david
Posts: 32
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Wed Feb 24, 2021 3:34 pm
Andrewmac left our community, because they refused to ban me on their IRC channel after he offered to pay the admins to ban me.

However I have a version of the SSDO shader which needs someone to implement it, this will add some fake global illumination using the postFX system. I did not bother to implement it, since SSAO was good enough for me in the short run. If you want to help implementing it go ahead.
Ahh, i remember reading about something of that magnitude.

Im probably far from able to implement it but ive done some work for my own enjoyment in BeamNG, used to be alot of PostFx fixes (shader code and what not, that i could actually understand) and found alot of fixes and info over here, even though theyve done alot of work to the game engine in its own direction. Lately the fixes and what not have been implemented in the game itself so now ive shifted focus to the tonemapping and mostly PostFx settings (i still usually change some min/max values in the UI for Bloom for example).
Heres a link to my latest release btw, the vids are in there if yould like to see how it looks with my tonemapping++ modifications:

https://beamng.com/threads/new-version- ... st-1270729


If yould like to share that id love to look at it when i get the time. I wont release anything using it IF i get it working. The Beamng devs recently release an update to the SSAO which i havent had time to dive into so i actually dont know if that might be similar to your SSDO.
LukasPJ
Site Admin
Posts: 452
Joined: Tue Feb 03, 2015 7:25 pm
 
by LukasPJ » Fri Feb 26, 2021 12:29 pm
@ brother_david
It is being worked on for 4.0 of main Torque3D, if you check out the latest version of Torque3D (Preview4_0 branch here: https://github.com/TorqueGameEngines/Torque3D) then it should have support for GI
brother_david
Posts: 32
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Fri Feb 26, 2021 1:03 pm
@ brother_david
It is being worked on for 4.0 of main Torque3D, if you check out the latest version of Torque3D (Preview4_0 branch here: https://github.com/TorqueGameEngines/Torque3D) then it should have support for GI
Thanks Lukas, ill have a look :)
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