Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on June 03, 2012, 02:23:08 pm
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Lighting for time of day when the sun is already set but the ground is still illuminated from the sky wasn't correct in OT. Here are two screens with fixed lighting (watch in fullscreen so it doesn't appear too dark if you have bright borders):
(http://i.minus.com/jhytpjayPdd3u.png) (http://minus.com/lhytpjayPdd3u)
Distant peaks are still hit by the setting sun, but the close area is only illuminated by the darkening sky:
(http://i.minus.com/j6jgYajNGSWHQ.png) (http://minus.com/l6jgYajNGSWHQ)
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Slightly less romantic. Intensely more awesome.
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Looks very nice. It seems like there could maybe be more ambient lighting though.
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Looks really awesome!
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Man that rocks !!!
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Love details like that!
The distant mountains look great too.
There is even shadows from the trees.
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Wow, you guys never cease to amaze me... looks epic.
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Beautiful detail!!! The peaks in the background jump right out.
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I would love to see a time-lapse video with the sunlight in the distance sweeping over and up the mountains. Amazing. Also, I don't think you should unnaturally increase the ambient for visibility; that's what torches and lights are for! ;)
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Just tested it and it seems still very dark. I noticed some changes but very dark still
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It should be very dark. Just not absolute black.
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I am continually amazed at how gorgeous this engine looks.
(https://dl.dropbox.com/u/73580689/outerra1.png)
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I am continually amazed at how gorgeous this engine looks.
(https://dl.dropbox.com/u/73580689/outerra1.png)
It is an awesome engine, I still think the trees should cast real-time shadows though
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That might get pretty expensive, though I guess they could do some sort of LODing like the grass density. They frustum cull everything pretty heavily too, so that shouldn't be too much of an issue.
It would look amazing to walk through the 3D procedural forests with a torch or flashlight at night... :D
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The trees will cast shadows when the trees are Full3D procedurally generated monsters. I hope he implements some sort of soft shadowing too as I have been studying real life and we definitely have that.