Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: angrypig on May 14, 2012, 09:18:28 am

Title: Physically-based lighting model for objects
Post by: angrypig on May 14, 2012, 09:18:28 am
Hi guys,

here is video with the latest material shader for objects. In this video the ambient is too dark because wrong sky color comming into shader. The grass is older version so there are some issues with culling and the terrain self-shadowing is not perfect too :) but all stuff is WIP...

Basic BRDF description:
- blinn-phong for distribution term
- Schlick's approximation for geometry term
- specular normalization
- diffuse energy conservation

Outerra test of physically-based lighting (http://www.youtube.com/watch?v=w_B0TFE3zIQ#ws)
Title: Re: Physically-based lighting model for objects
Post by: murkz on May 14, 2012, 09:24:48 am
Excellent angrypig, looking forward to getting a tank in game :)
Title: Re: Physically-based lighting model for objects
Post by: Bartolomeus on May 14, 2012, 10:09:22 am
Awesome...looks really nice. Great work.
Title: Re: Physically-based lighting model for objects
Post by: Chaoss on May 14, 2012, 10:20:06 am
Loving the phong shader, what music is that in the video by the way?
Title: Re: Physically-based lighting model for objects
Post by: foxfiles on May 14, 2012, 11:19:59 am
just BRAVO, impressive visual
Title: Re: Physically-based lighting model for objects
Post by: adagio on May 14, 2012, 11:23:49 am
Looks stunning to say the least!
Title: Re: Physically-based lighting model for objects
Post by: ZeosPantera on May 14, 2012, 01:08:04 pm
Will this work automatically on all models? Should have spawned the iss if you want to to REALLY show off frame-rate shattering shadows!
Title: Re: Physically-based lighting model for objects
Post by: lookastdu on May 14, 2012, 04:06:55 pm
NASA wants their lighting technology back. ;D


Anyway great effect. ;) I'm am amazed with this lighting model, especially when you look at sun and edges of mesh are very nicely lighted.
Title: Re: Physically-based lighting model for objects
Post by: angrypig on May 14, 2012, 04:44:05 pm
Will this work automatically on all models? Should have spawned the iss if you want to to REALLY show off frame-rate shattering shadows!

It is basic material shader and it is default for all objects and i'm going to make faster versions of the shader for slower GPUs. Current version is not optimized yet but is able to hande a few ISSs. :D
Title: Re: Physically-based lighting model for objects
Post by: Foxiol on May 16, 2012, 01:31:00 am
It looks amazing. Step by step is all being integrated in a magnificent way.Great job. ;)