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new D3D scene
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
new D3D scene // Work in Progress
Post by Vizu // Apr 14, 2008, 6:55am
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Vizu
Total Posts: 628
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Na dann ersteinmal Danke für diesen Lehrtip in die Geheimnisse von Truespace.
Wenn ich über Jahre mit Truespace alles konnte, so ist es jetzt für mich wie eine neue Software.
Nichts ist wie es war.
Ich kämpfe mich durch den Button jungel und hoffe die einfachsten Geometrien hinzubekommen.
Dann werde ich mir mal jetzt das Thema Schatten nach deinem Tip ansehen. |
Post by jamesmc // Apr 14, 2008, 7:33am
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jamesmc
Total Posts: 2566
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Mein Hund hat viele Flöhe |
Post by Vizu // Apr 14, 2008, 8:06am
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Vizu
Total Posts: 628
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Jamesmc ! your dog have fleas ?
Okay Parva ! Next lesson.
How can i add a visible environment to get nice reflections in my chrome or glass objects ? |
Post by splinters // Apr 14, 2008, 11:49pm
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splinters
Total Posts: 4148
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Not sure about you guys, but I like to participate in the forums discussions but I don't speak German. If this was intended as a conversation for two people wouldn't it be better as a PM?
Just a thought... |
Post by Tiles // Apr 15, 2008, 2:25am
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Tiles
Total Posts: 1037
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Hmm. It had to do with a problem related to what Parva posted. And Vizu is simply not this good with english. Vizu is german, Parva is german, and this is a forum to solve questions, and so ... ;)
A simple translation of the conversation:
Can't you show at the german page how it works?
I can't even create a clean shadow in the player.
Here the answer from Parva:
How what works?
Regarding the shadows, you have to tinker around alot because it depends of the scene/objectsize.
When you mean sharp with clean then goes nothing over increasing the shadow map size.
Else decrease the depth bias, the smaller the more accurate, but you need a big shadow map size for that.
In the test example i have a shadow size of 1024px and a bias of 3.
Only important thing then is the "Size" (with the Directional Light)
With that you can adjust the shadow focus, which i have held small in the scene.
Disadvantage is that i just can "allocate" the visible area.
The smaller the focus the smaller can the shadow map size be to achieve nevertheless good results.
When you want to cover a big area you also need a big shadow map size.
There is indeed the need to tinker around at the shadow system to make it more efficient.
Especially the shadow focus could move with the look angle, and closer objects could get a higher shadowmap size than farer objects.
But that is stuff for developers or scriptors.
Oh, and you don't need to pay attention for Near and Far Clip. Near Clip defines how close from the light source an object has to cast a shadow. Far clip is how far.
Is the light souce 600 units away the object will cast no shadow anymore with a farclip of 512.
This so far the most important things about shadows.
Better? :) |
Post by splinters // Apr 15, 2008, 2:33am
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splinters
Total Posts: 4148
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Thanks Tiles, wasn't as much a criticism as a suggestion...but as you say, it was between the two of them and not much benefit to any Non-German speakers, hence I suggested the PM. But it makes no difference to me.
Some people may 'watch' these threads for an answer to a problem they have without ever posting. Reading these translations I feel like a bit of a 'snoop'...:D |
Post by Vizu // Apr 15, 2008, 2:49am
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Vizu
Total Posts: 628
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Sorry splinters.
It wasn´t my intended to make a dialoque to parva in german but i saw no way to ask what i want in english.
My next problem is Parva show and do makes controversy here for all his work in english and i have no way to understand how he do this cool stuff.
Normaly i and write here in english but thin one to ask in german was very important to me.
Excuse my poor english. |
Post by splinters // Apr 15, 2008, 3:12am
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splinters
Total Posts: 4148
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Apologies are on me Vizu, no need for you to apologize. It was inconsiderate of me on this instance. I just had visions of the whole dialogue going on in German and scratching my head trying to understand and see if I could help.
To empathise, I should try visiting the German forum and see how long I can last before posting in English....it wouldn't be long at all!!
No harm done, but did you get your problem solved is more the point? |
Post by parva // Apr 15, 2008, 3:36am
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parva
Total Posts: 822
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How can i add a visible environment to get nice reflections in my chrome or glass objects ?
thats a tough question :D
interesting articles here (http://en.wikipedia.org/wiki/Reflection_mapping) (english) and here (http://www-gs.informatik.tu-cottbus.de/projektstudium2006/doku/vortrag_final.pdf) (german)
currently there is no way to do reflection mapping directly in trueSpace workspace.
All the solutions are selfmade like Davids glass shader (should be in the D3D Material library) or my semi working spherical environment map.
The easiest way, and I requested it from Caligari since loooong time, is cube map support.
Cube maps are similar like Image maps just that they output vector data
to build an reflection environment texture.
It would be the cheapest way to do reflections (like in games).
Cube Maps in combination with Render to Texture would also be a way to do
real time reflection (think on racing games where the environment reflects in the lac of the cars). |
Post by Vizu // Apr 15, 2008, 3:53am
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Vizu
Total Posts: 628
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It is ! ;)
Parva ! thy for the link but i already known wht is environment.
My problem was to add a environment image like it is in the HDRI Light from the modeler side.
Cube mapping isn´t my favorite methode. It needs much more time to calculate to render.
what ever, i will try out more when i am home.
It would be nice to see you in one of the irc rooms to contact you.
arcor.net server has the #cinema4d channel where i am every day or on the galaxynet #truespace or on the quakenet server #3dspace. |
Post by rjeff // Apr 18, 2008, 3:29am
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rjeff
Total Posts: 1260
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Thanks for the video tut Parva. The one thing I take away from all that you did just to get grass is, man that is way to complicated. It is like TS when all out to make sure it was as hard as possible to do what you did. Why don' they just do the hair like you can do particles. You can select a custom "hair" to draw on the plane. That way you just load the grass you drew with a alpha mask and voila...you have it..or you can do your own custom 3d object like Prodigy did with his grass tutorial. Anybody here ever play with the live paint that Maya has...now that is nice. You can live paint grass..flowers or whatever...and it is 3d. I really don't get all that you did Parva with the linking of the boxes..just seems way to complicated. Overthought I guess. |
Post by parva // Apr 18, 2008, 5:00am
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parva
Total Posts: 822
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yes I agree with you rjeff.
The tools are just basic and all the other stuff you have todo manually.
LE is extremly powerful and I love it but yes, currently you need to much steps to do simple tasks.
I miss many things which would do tasks more effective
like context menu where you can link objects over hierarchies with one click and so on.
The thing you talk about would be better with a paint tool, like you said Maya has.
The hair tool isn't the right choice in my eyes.
A special tool would be needed for that.
I would also like to paint objects directly, the hair tool does it only in preview mode,
not very spectacular there you must switch every time to see the result.
3DS Max had also a nice tool where you could paint grass,
stones and other objects in realtime at the scene or geometry.
Advanced Painter I guess was the name.
Maybe we see similar in the future.
...
A little update:
12122
left is a sample from the point of view I want for the final render,
so I can reduce the polycount (below 5000 currently).
Leafs, grass and other details comes later.
The D3D part is for me really the most funny point of trueSpace.
The other parts are still to weak, animation, modeling and this is extremly boring
also the speed of trueSpace is slow compared to other programs :(
But nevermind, looking to keep this scene final and go on... |
Post by parva // Apr 18, 2008, 10:35am
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parva
Total Posts: 822
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needs still some fixes here and there.
More objects (tree leafs which cast shadows and more plants)
and pushing objects around :D
12129
A direct render to texture (downscaled from 2048px large -
shows where I need more texture details like brick and trees).
Only postprocess for the picture done in photoshop is a color filter (fuji pro 160S - reduces the saturation from the grass better) |
Post by Liger ZERO // Apr 18, 2008, 10:42am
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Liger ZERO
Total Posts: 124
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It's coming along nicely. Keep it up.:) |
Post by Jack Edwards // Apr 18, 2008, 10:42am
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Jack Edwards
Total Posts: 4062
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Beautiful work Parva. BTW, Blizzard is hiring level designers. ;) |
Post by jamesmc // Apr 18, 2008, 10:56am
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jamesmc
Total Posts: 2566
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Reminds me, the back of my house needs painting and grass needs trimming around edges. I also have to de-spoil the bird baths from droppings. :D
Very nice artwork parva.
They still have those parrots in Germany?
I remember those flocking in trees and was wondering what a tropical bird was doing in Germany in such great numbers. |
Post by parva // Apr 18, 2008, 9:45pm
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parva
Total Posts: 822
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thanks for the comments!
They still have those parrots in Germany?
I remember those flocking in trees and was wondering what a tropical bird was doing in Germany in such great numbers.
:D not where I live. We have just lots of magpie but it became warmer the last years so I'm sure they will come back.
Soon I plant palms and bananas into my garden ^^ |
Post by Steinie // Apr 19, 2008, 12:32am
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Steinie
Total Posts: 3667
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First, Parva you never cease to amaze me with your fantastic work.
Second, I grow tropicals in NEW JERSEY and never bring it inside. It all gets buried in the snow. Musa basjoo (Banana), Musa Sikkimensis Red Tiger, Needle Palms Pineapple Lilies etc. all grown out back and left outside all year round. You have to see the Visitors faces when they see the gardens!:)
Not sure if you were kidding or not.... |
Post by parva // Apr 19, 2008, 12:58am
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parva
Total Posts: 822
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WOW that looks amazing Steinie!
You have really a green thumb :D
have you a webpage with more photos of your garden? |
Post by parva // Apr 27, 2008, 2:28am
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parva
Total Posts: 822
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I think it's the final one:
12234
here the large version (http://www.parva-project.de/stuff/ts/ts7/screen_breit.jpg) (2048x868px)
and a "game (http://www.parva-project.de/stuff/ts/ts7/screen1.jpg)" version
Scene has currently about 130k polygons
(the grass has lots of polys and the two branches in the foreground).
55 objects and is 27 MB large.
will try a short animation (leaf motion and time of day change,
could be just a bit tricky due to the shadowing technique I used,
I'll see what comes out). |
Post by transient // Apr 27, 2008, 2:36am
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transient
Total Posts: 977
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That's really nice. Oblivion 2, maybe?:) |
Post by rjeff // Apr 27, 2008, 12:34pm
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rjeff
Total Posts: 1260
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parva love the web site..however...a english version would be nice. Oh and is that an actual game scene or a "made up" game scene |
Post by parva // Apr 28, 2008, 1:02am
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parva
Total Posts: 822
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thanks
@transient - maybe :D
@rjeff - I want to create an english site as well like my old page,
just have to organize my webspace first. Hadn't much time to do website stuff in the past weeks. There are some additions to make.
The picture is just made in the style from a video game,
it's not an actual or made up one. |
Post by Misc // Apr 28, 2008, 9:38pm
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Misc
Total Posts: 59
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Fantastic scene!
Very small critique for the highres version... on some points the transition could be smoother (for instance head and ground).
But this is only visible the highres version.
regards |
Post by Solomon // Apr 29, 2008, 4:40am
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Solomon
Total Posts: 30
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I think it's the final one:
12234
here the large version (http://www.parva-project.de/stuff/ts/ts7/screen_breit.jpg) (2048x868px)
and a "game (http://www.parva-project.de/stuff/ts/ts7/screen1.jpg)" version
Scene has currently about 130k polygons
(the grass has lots of polys and the two branches in the foreground).
55 objects and is 27 MB large.
will try a short animation (leaf motion and time of day change,
could be just a bit tricky due to the shadowing technique I used,
I'll see what comes out).
beautiful - love it. Makes me wanna play Crysis. |
Post by Dragneye // Apr 30, 2008, 9:53am
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Dragneye
Total Posts: 602
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Once again, just Fantastic work Parva. I also would love to see an english version of your site.
PS: Yea, I know what you mean abt Crysis :-) --- Lovely garden Steinie. Is the clime in S. Jesrey (guessin thats where u are) any different than N. Jersey? |
Post by Breech Block // May 11, 2008, 1:42pm
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Breech Block
Total Posts: 844
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Wow, what a truly fantastic image and a great piece of work. Best I start saving up for version 7. |
Post by Burnart // Oct 27, 2008, 5:12pm
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Burnart
Total Posts: 839
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I have tracked down this thread because I found it really interesting when it first came up but I didn't use the info. Now I'm trying to actually do some work with the realtime display and some anim in tS7.6 so its worth a re visit.
I though it might also be interesting for some of the newcomers to tS (since the free release) to look at.
Parva what are you working on lately? |
Post by parva // Oct 28, 2008, 5:14am
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parva
Total Posts: 822
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I though it might also be interesting for some of the newcomers to tS (since the free release) to look at.
yep, the "free" part makes it worth to look over it :D
If the interface and tools would become "rounder"
(less bugs/crashes, workspace side only with all the necessary features
from modeler side etc.)
it's a real handy addition espacially if you want to show your clients
realtime walkthroughs. There lies still much untouched potential beneath.
Parva what are you working on lately?
I try to integrate the D3D viewspace into a showcase product for clients.
An additional to common rendering images.
Of course the quality can't touch the photorealistic results you get
(at least yet) with an software renderer like vray.
But you already get better results as the first realtime shots
I have seen in the past years. Not to say that with tS you get this for free.
Here an example of one of the showcase environments I use for testing shaders& lighting conditions.
15997
It's really cool to use the "paint" tool and "FPS" walking directly,
so you can walk around and paint walls, ground and ceiling in realtime,
just by switching with the right mouse button.
Don't know if this was intended but it's great to have :)
On the other side there is still the shader course ...
yes I'm still working on it :) |
Post by Weevil // Oct 28, 2008, 7:47am
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Weevil
Total Posts: 534
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How DO you keep doing this? That's fantastic |
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