Just Another Room

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Just Another Room // Work in Progress

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Post by parva // Aug 29, 2007, 3:49am

parva
Total Posts: 822
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hopefully I finish a room this time :D

A room for realtime purpose


some screeners -> link (http://www.parva-project.de/stuff/ts/ts7/room1.jpg)


thanks for watching :)

Post by Changa // Aug 29, 2007, 4:39am

Changa
Total Posts: 187
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Parva it's unbelieivable good. DX9 is even better than Vray! Will you share your light and materials settings for the realtime?

Post by parva // Aug 29, 2007, 5:47am

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Honestly, it is Vray, even the Realtime version.
The lighting is composed from the skylight (ambient light with sky-gradient color coming from the sky-shader) and the lightmaps.
The lightmaps are baked textures from vray (3ds). Hopefully a feature which will come in truespace in the future too :)

Later the lightmaps can be combined with every texture you want.
Ofcourse this technique has limitations like everything which use baked textures but has the speed advantage.

How this is done and all the other tricks I will give here if the scnene is finished.

Post by TomG // Aug 29, 2007, 5:53am

TomG
Total Posts: 3397
Yes, awesome real-time stuff, which looks amazing. Marcel is a master of this kind of thing :)


Thanks for sharing, and I look forward to seeing more!


Tom

Post by RAYMAN // Aug 29, 2007, 12:47pm

RAYMAN
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How this is done and all the other tricks I will give here if the scnene is finished.

" DESCH HAST GUAT GMACHT ! ":D

Post by parva // Aug 29, 2007, 10:55pm

parva
Total Posts: 822
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thank you Rayman :)


... that sounds Bavarian :D

I'm Saxon... would sound like:


" DISS HASSDE GUDD GMACHD "

Post by weaveribm // Aug 29, 2007, 11:15pm

weaveribm
Total Posts: 592
How this is done and all the other tricks I will give here if the scene is finished.

Thanks parva

Very nice realtime DX9 work we beg you for tutorials please even if the scene is not finished, we have beer for you virtually

Not English beer we have the proper cold stuff matured in oak casks for almost a full day. We are thirsty people :)

I'm Saxon

Ah we are Anglo-Saxon so we are family :)

Peter

Post by parva // Aug 30, 2007, 1:04am

parva
Total Posts: 822
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thank you Peter ;)


I will put the shaders on the server this weekend and maybe some time to do quick intro tutorial.

Post by transient // Aug 30, 2007, 1:05am

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Total Posts: 977
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Yes, awesome real-time stuff, which looks amazing. Marcel is a master of this kind of thing


Is there any chance Caligari will be making any video lessons on real-time rendering?


The lightmaps are baked textures from vray (3ds). Hopefully a feature which will come in truespace in the future too


Vray texture baking would definitely be awesome. Very nice work btw. Wish I could do this, I love real-time 3d.

Post by 3dvisuals dude // Aug 30, 2007, 9:55am

3dvisuals dude
Total Posts: 1703
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hopefully I finish a room this time :D
A room for realtime purpose

some screeners -> link (http://www.parva-project.de/stuff/ts/ts7/room1.jpg)

thanks for watching :)

Beautiful work Parva!

Thanks for sharing it with us all.:)

- 3dvisuals dude

Post by parva // Sep 3, 2007, 2:58am

parva
Total Posts: 822
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a little step further

8244

Post by Jack Edwards // Sep 3, 2007, 3:12am

Jack Edwards
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Beautiful work Parva :)


-Jack.

Post by parva // Sep 3, 2007, 4:19am

parva
Total Posts: 822
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thank you Jack :)


... well, I wouldn't want to life there :D but it's thought as playground

and maybe one day I get the result I want to achieve ^^

Post by weaveribm // Sep 3, 2007, 4:44am

weaveribm
Total Posts: 592
Lovely work parva!

Parva can this Workspace lighting look like this in a Workspace flythrough? Will the lighting look right from different angles as a camera tracks around the scene?

I'm asking for the world

Which luckily you already placed in there. You must have known something :)

Peter

Post by parva // Sep 3, 2007, 6:16am

parva
Total Posts: 822
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Parva can this Workspace lighting look like this in a Workspace flythrough? Will the lighting look right from different angles as a camera tracks around the scene?
thank you Peter.

Yes the lighting looks different from different angles but that depends on the shininess of the materials. Flythrough should be no problem.
I just wished we had some reflection support (cube maps) so I could add some more shiny stuff which reflects the environment but well :D

The sky lighting has problems.
Here (http://www.parva-project.de/stuff/ts/ts7/rtest.rar) is a short animation (H264, quicktime) which shows motion in scene and some scene skylight changes.
I have also problems to attach a direct light to the sun position.
The binding between both is not the problem
but the translation of the vertical/horizontal math
which is used in the DX Shader can't unfortunatly not be transfered 1:1.

So the sun must be changed manually for now.

Like said just tests but the potential in DX segment is enormous.
Just the question if Caligari/truespace wants to follow this road.

Post by GraySho // Sep 6, 2007, 11:40am

GraySho
Total Posts: 695
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I'm definitely interested in the Direct X road, just a question of available time at the moment. Great work parva.
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