new D3D scene

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new D3D scene // Work in Progress

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Post by parva // Mar 30, 2008, 5:37am

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a little new d3d scene I want to create.

Hopefully :D

A first sketch render in the left bottom corner of the first screenshot.


First a little grass test.

It's easier as I thought to apply a texture map so that I don't need too much geometry for the grass.

Will still try to reduce the polycount without reducing the visual quality

but for the first time just a simple grass texture with alpha like seen in the screenshot.


The hair tool is really great for this. You can paint grass directly on the ground.

Bring it in shape with the blowdryer or direction tool and can everytime change the height.

11798


Here the result with proper 6 corner star shape

(so that all view directions have same visual quality)

Polycount is quite heavy. GPU begins to jerk and Swap file at 780MB :D

11797


edit:

little waving grass test

11799

Post by Jack Edwards // Mar 30, 2008, 8:21am

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Holy crap Parva! That is looking great! :jumpy:

Post by Liger ZERO // Mar 30, 2008, 8:46am

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Wow! That is the best looking grass I have seen in trueSpace. Good job man.:)

Post by kena // Mar 30, 2008, 8:49am

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fabulous truly!! nice lighting and you really did the grass well.

Post by spyfrog // Mar 30, 2008, 11:39am

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Parva, how do you get the grass moving?

As I understand it, the hair function of 7.5 don't support any kind of physical influence, like wind.

So are you animating it by hand? Or perhaps I have got it wrong.


Or have we just seen a new feature of 7.6? :D

Post by Jack Edwards // Mar 30, 2008, 12:00pm

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The movement of the grass is actually done using vertex shaders, it's something that you can already do in 7.5 ;)

Post by spyfrog // Mar 30, 2008, 12:07pm

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The movement of the grass is actually done using vertex shaders, it's something that you can already do in 7.5 ;)


Ok, now you are really above my competence level!

Nice work, however. It is always impressive to see what skilled people can do with Truespace.

Post by Délé // Mar 30, 2008, 1:12pm

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That's looking really great! Outstanding work Parva! :D :banana:

Post by spacekdet // Mar 30, 2008, 1:17pm

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My hat just blew off.

Post by rjeff // Mar 30, 2008, 1:35pm

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Parva you are a graphis god among men..can you do a tutorial on how you did the grass..not so much the moving..just making it...the moving can come later...

Post by W!ZARD // Mar 30, 2008, 7:13pm

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Dude! Most bodacious and excellent grass man!

Post by parva // Apr 1, 2008, 1:48am

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can you do a tutorial on how you did the grass
yes thats no problem.

The animation like Jack said is done through vertex displacement.
If you apply a DX blank shader you have Alpha, Color, Model and Vertex Shader support.
Vertex Shader can support color and position.
The Feed GPU DX Material for example alter the vertex position of an object,
if you now change the math like using a sine function you can animate and create different effects like waving grass or ocean waves etc.

2 sample vertex shader are part of DX Shader library I'm working on ;)

Post by MadMouse // Apr 1, 2008, 9:14am

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Your just too clever Marcel. Great and interesting work.

Post by parva // Apr 2, 2008, 2:58am

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:) thank you MadMouse, good to see you back, and all others for the nice comments.


Currently I fight with a grippe but will keep on going if I'm cured.

Post by W!ZARD // Apr 2, 2008, 3:36am

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:)

Currently I fight with a grippe but will keep on going if I'm cured.


That sounds bad! I hope you will be cured very soon.

Post by kena // Apr 2, 2008, 6:09pm

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wow grippe. flu, or something worse? I had to go look this one up to be sure, but it can mean anything from the flu to epidemic catarrh to a respiratory disorder.

Post by RAYMAN // Apr 2, 2008, 10:09pm

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Just an idea !

If you would smoke that grass ..... would it cure your grippe ?

Post by splinters // Apr 2, 2008, 11:39pm

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Hope you get better soon Marcel. One thing did strike me about your video; the way all the grass moves at the same time in the same direction. Is it possible to alternate the movement and apply it dynamically to certain areas?


Then it would look very realistic, but that is not to detract from your excellent work...:D

Post by parva // Apr 3, 2008, 12:51am

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thanks for the wishes! :)

thanks Rayman :D I should really try.

the way all the grass moves at the same time in the same direction. Is it possible to alternate the movement and apply it dynamically to certain areas?
It should not move in the same time in the same direction
but yes the same motion for all grass objects.

With the current formula I could just change the frequency of the waves,
so that a slight random motion in time appears for the grass.

Think it needs a more complex math to create a real environment wind system.
Perlin noise or a texture for the deformation would be surely a way but don't know how to implement yet in tS.

That it isn't such easy shows a line in a shader script for the video game Crysis:
// Todo: we need nice wind areas variation. howto ?
Funny isn't it :D

Post by parva // Apr 4, 2008, 1:13am

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here the little tutorial (http://www.parva-project.de/stuff/ts/ts7/mg.rar).
RAR packed, wmv video, no audio, 15fps (a bit jerky sometimes).
Recorded with ts7.5. With ts7.6beta everything runs a bit faster (panels,geometry etc.).

The first part shows how to paint a simple grass texture in Photoshop.
The second part shows the painting with the hairtool.
The Material needs a bit work in the LE but I think it becomes clearly understandable if you watch, otherwise just ask.

You can use this basic procedure for doing grass and use several different
grass and flower textures (maybe even photo textures) to compose and create the look of a real grass field.
Much possibilities here.

Post by W!ZARD // Apr 4, 2008, 4:00am

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That's brilliant Marcel - that's a very innovative use of the hair tool. Combining the hair tool with alpha shaders suggests all sorts of uses. Thanks for sharing a very good technique.

Post by trueBlue // Apr 4, 2008, 9:23am

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Wow Parva that is amazing!
Thank you for showing your workflow on this!

Post by frank // Apr 4, 2008, 9:36am

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Really impressive, Marcel. Nice work!

Post by parva // Apr 10, 2008, 3:16am

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thank you frank, trueBlue and W!ZARD! :)

got little time to do 2 fern leafs for the scene
11996
diffuse, alpha, thickness and specular map are saved as 2 dds files.
29 and 27 polygons.

Post by parva // Apr 13, 2008, 5:24am

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sampling some objects together.

Some are older ones and some I make new for the scene.


12070


maybe I will make the object also later available for game designers.

The objects are low poly and textures are mostly in DDS

(except normal maps, trueSpace doesn't seam to support 3Dc format for normal maps).

Post by Jack Edwards // Apr 13, 2008, 5:44am

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This looks awesome! Realtime really has come along incredibly. :D

Post by rjeff // Apr 13, 2008, 11:32am

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Parva is this real time or rendered real time using vray?

Post by parva // Apr 13, 2008, 8:52pm

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I work on a D3D scene so I use purely the workspace,

no vray or other software based engine ;)

Post by Vizu // Apr 14, 2008, 5:17am

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Kannst du nicht mal auf der Deutschen Seite zeigen wie sowas geht ?

Auf der Player seite bekomme ich ja nichteinmal einen sauberen Schatten hin.

Post by parva // Apr 14, 2008, 6:44am

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Wie was geht? :)

bezüglich Schatten, ja da muss man erst ziemlich herum experimentieren,
da es von der Szenen/Objektgröße abhängt.

Wenn du mit saubere, scharfe Schatten meinst geht nix über das erhöhen der
Shadow Map Size.
Anonsten den Depth Bias verkleinern, je kleiner desto genauer aber hier sollte man dann schon eine große Shadow Map Size haben.

In dem Test Beispiel habe ich eine Shadow Size von 1024px und einen Bias von 3.

Wichtig ist dann nur noch die "Size" (beim Directional Light).
Damit lässt sich der Schatten Fokus festlegen, den hab ich in der Szene klein gehalten.
Nachteil, ich kann nur eben diesen sichtbaren Bereich mit einem Schatten "belegen".

Je kleiner der Fokus desto kleiner kann auch die Shadow Map Size sein um dennoch gute Ergebnisse zu liefern.
Will man einen riesen Bereich abdecken brauch man dann auch eine riesige Shadow Map Size.

An dem Schatten System könnte man wirklich noch feilen um das effizienter zu machen.
Gerade der Schatten Fokus könnte mit dem Blickwinkel mitwandern
und nahe Objekte könnten eine höhere Shadow Map Size als weiter entfernte bekommen.
Aber das sind Sachen für Scripter oder die Developer :D

Achja Near und Far Clip kann man außer acht lassen.
Near clip legt fest wie nah von der Lichtquelle ein Objekt Schatten werfen soll.
Far clip wie weit von der Lichtquelle.
Ist die Lichtquelle also 600 Einheiten entfernt wird das Objekt bei einem Farclip von 512 keinen Schatten mehr werfen.

Das wäre soweit das wichtige über Schatten :D
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