Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: cameni on January 22, 2011, 10:32:22 am

Title: Underwater scenes
Post by: cameni on January 22, 2011, 10:32:22 am
Here are some further outputs from unfinished work on water, this time from the underwater environment.

(http://www.outerra.com/shots/unterwasser1.jpg) (http://www.outerra.com/shots/unterwasser1.jpg)
(http://www.outerra.com/shots/unterwasser2.jpg) (http://www.outerra.com/shots/unterwasser2.jpg)

Also a short video of diving around in a small bay that shows it better.

Underwater scene in Outerra (http://www.youtube.com/watch?v=6KhFBES0o0g#ws)
Title: Underwater scenes
Post by: [deleted] on January 22, 2011, 10:49:46 am
VERY NICE!!! When for an alpha version ? :D

---edit---

Why don't make submarines and boats ?
Title: Underwater scenes
Post by: RaikoRaufoss on January 22, 2011, 11:36:28 am
Quote from: secret1962
VERY NICE!!! When for an alpha version ? :D

---edit---

Why don't make submarines and boats ?
They've already got a 3D model of an Arleigh Burke-class destroyer.  It's only a static model, though.
Title: Underwater scenes
Post by: petitfilou on January 22, 2011, 11:51:37 am
Looks so good!,  well done.    You'd be able to get great transitional vehicles,  a car submarine, james bond style.  

A game of this type would be great, with quests to do in different areas of land and sea.   http://en.wikipedia.org/wiki/Midwinter_%28video_game%29
Title: Underwater scenes
Post by: C. Shawn Smith on January 22, 2011, 12:13:47 pm
I noticed that wasn't the usual Jose Jalapeno in the video.  I'm guessing you're going to call this guy Jacques Cousteau now? :)

Nice imagery.
Title: Underwater scenes
Post by: SpaceFlight on January 22, 2011, 12:18:51 pm
Cool underwater scene and cool pictures!  :D
Cant wait for a demo. :cool:
Title: Underwater scenes
Post by: razgriz 53992 on January 22, 2011, 12:33:14 pm
Very cool indeed. It is pretty darned realistic too- just about the right amount of murkiness (though there should be a way for the level of murkiness to vary when going from, say, a river, to a coral reef).

Now I can't wait for a submarine :D Or, indeed, and James Bond-esque Lotus.
Title: Underwater scenes
Post by: Edding3000 on January 22, 2011, 12:50:40 pm
great video!!
Title: Underwater scenes
Post by: ZeosPantera on January 22, 2011, 02:18:17 pm
I think I noticed the color of the water changed a bit from beginning to end. Was that due to depth or some other factor?

Loved the rocky outcropping and sand sloping.
Title: Underwater scenes
Post by: cameni on January 22, 2011, 03:22:42 pm
Quote from: ZeosPantera
I think I noticed the color of the water changed a bit from beginning to end. Was that due to depth or some other factor
It's the changing depth. Color of water does not only darken with the depth, but the attenuation is different for red/green/blue components of spectra. In this case, red color reduces to 1/3 of its value in 7 meters, green in 30 and blue in 50.

In fact the code contains only these extinction coefficients, there's no color in there.
Title: Underwater scenes
Post by: Dmytro Lyakh on January 22, 2011, 03:34:14 pm
If you will not have submarines, please oh please, at least make Tatra working under water.  :)
Title: Underwater scenes
Post by: [deleted] on January 22, 2011, 04:04:08 pm
Let's make Uboat in outerra
Title: Underwater scenes
Post by: Emil on January 22, 2011, 04:19:44 pm
now, if you make a sub with quite realistic controlling for the demo, i can't wait to control the sub between those
"underwater mountians" :P
Title: Underwater scenes
Post by: Bartolomeus on January 23, 2011, 03:03:50 pm
The underwater scene looks amazing! Great detailed mesh and sand textures. It is the perfect environment for the "Red Route 1" from the Hunt for Red October movie.  ;) Will the Outerra engine include a realistic physics for submarines?

And of course, I would love to see my subs in this environment!  :D
Title: Underwater scenes
Post by: necro on January 24, 2011, 02:27:38 am
cool, vertical details. Thats nice. I think the light attenuation is too low? Could imagine that you cannot see so far under water. I'm sure that you will adding some small particles for plankton and later some flora.
Is that exponential or linear fog? I guess exponential..
Title: Underwater scenes
Post by: cameni on January 24, 2011, 02:42:19 am
Quote from: necro
Is that exponential or linear fog? I guess exponential..
Actually it's not a fog but a combination of light attenuation and in-scattering under water, both are exponential by nature.
Title: Underwater scenes
Post by: necro on January 24, 2011, 02:59:55 am
ok, with scattering the brightness should be physically correct. But you have forgotten the pollution-factor :P
Title: Underwater scenes
Post by: cameni on January 24, 2011, 03:13:06 am
Well, in clean water the scattering effect is negligible in comparison to absorption, so it could be said the scattering always comes from the pollution :)
Most of it from organic matter.
But you are probably referring to larger particles in water - yes, that needs to be added.

There are many things still missing .. like the caustics and proper look of water surface from below. And fish :)
Title: Underwater scenes
Post by: necro on January 24, 2011, 03:24:59 am
hehe yah.. fishes as boids. That would be cool. But thats not in focus yet. Whats actually your next focus?
Title: Underwater scenes
Post by: cameni on January 24, 2011, 03:33:06 am
Water is not finished yet so I have to fix all the issues and then move on to climate data .. or something.
Title: Underwater scenes
Post by: ZeosPantera on January 24, 2011, 03:35:57 am
Quote from: cameni
Water is not finished yet so I have to fix all the issues and then move on to climate data .. or something.

cough... clouds

or more trees. I really liked that one tree. The only tree. Still wasn't a redwood however!
Title: Underwater scenes
Post by: cameni on January 24, 2011, 03:53:00 am
Angrypig reigns over trees .. the close ones, anyway. He's still working on it, but he will need a distribution function from me, which is closely related to the climate system. And the far trees algo will have to be updated as well.

Clouds .. I'm thinking initially we'll implement some simpler clouds so that ground level gaming feels better in alpha, and later we would add a volume.
Title: Underwater scenes
Post by: Abc94 on January 25, 2011, 12:57:56 am
By far the best looking underwater environment I have ever seen in real time!  I find it amazing that a few people can make a product that is much, much better than something that is made by thousands of people.   :cool:

BTW I thought the guy underwater at the end kind of looked like a rebel from HL2.   :P

Quote from: cameni
Clouds .. I'm thinking initially we'll implement some simpler clouds so that ground level gaming feels better in alpha, and later we would add a volume.

But isn't your game going to be played mostly from a top-down perspective, aside from taking control of vehicles and exploring the world?
Title: Underwater scenes
Post by: cameni on January 25, 2011, 01:09:40 am
I thought it would be mostly from a first person view, not to break the feeling of immersion. Kind of like Battlezone II style controls; we talked about HUD that would augment the "reality" player sees with design mode vectors ..
Title: Underwater scenes
Post by: ZeosPantera on January 25, 2011, 01:23:58 am
I would try to avoid top down views as much as possible. Even with the road editor. I would prefer use of maps instead of no-clipping around the camera. You want to see the top of Mt. Everest? Get climbing.
Title: Underwater scenes
Post by: cameni on January 27, 2011, 10:24:41 am
Two additional screens from under the water - a sunken ISS ;)

Water is definitely too clear, which is partly fault of wrong attenuation of light in turbid water, but also the lighting of objects under water has to be changed, the diffuse light will have to be suppressed with depth.

And of course the shadows won't be that sharp there as well.

(http://www.outerra.com/shots/underiss1.jpg) (http://www.outerra.com/shots/underiss1.jpg)

(http://www.outerra.com/shots/underiss2.jpg) (http://www.outerra.com/shots/underiss2.jpg)
Title: Underwater scenes
Post by: sniperwolfpk5 on January 27, 2011, 12:11:15 pm
Despite the small defects. The water looks awesome. It looks like under water town :P
Title: Underwater scenes
Post by: ZeosPantera on January 27, 2011, 05:22:05 pm
Id rather have too clear then too murky. Besides the water in the Bahama's is very clear and blue.
Title: Underwater scenes
Post by: SpaceFlight on January 27, 2011, 06:20:39 pm
Quote from: ZeosPantera
Id rather have too clear then too murky. Besides the water in the Bahama's is very clear and blue.

I agree with that.
Title: Underwater scenes
Post by: necro on January 28, 2011, 02:08:18 am
Quote from: cameni
Two additional screens from under the water - a sunken ISS ;)

Water is definitely too clear, which is partly fault of wrong attenuation of light in turbid water, but also the lighting of objects under water has to be changed, the diffuse light will have to be suppressed with depth.

And of course the shadows won't be that sharp there as well.

+ you have an additional voronoi kind of specularity on each surface depending on the deepness :O --> (http://blenderartists.org/forum/attachment.php?attachmentid=35098&d=1289245768&thumb=1)

but the attenuation looks more realistic than before. will you add some kind of small wobbling for the camera?

I like physical nearly correct approximations. Give them small green particles and it will look awesome.
Title: Underwater scenes
Post by: cameni on January 28, 2011, 02:39:25 am
Quote from: necro
+ you have an additional voronoi kind of specularity on each surface depending on the deepness
Caustics. Yes, that would provide a better feeling of depth.

Quote
will you add some kind of small wobbling for the camera?
Probably for FPS views, but at the moment there's also no wobbling of terrain/objects under water when viewed from above.

Quote
I like physical nearly correct approximations. Give them small green particles and it will look awesome.
Those will be probably white, with color changed by attenuation in water :)
Title: Underwater scenes
Post by: necro on January 28, 2011, 05:06:01 am
if you want i'll build some ruins for placing them on the ground of the atlantic ocean (just an easteregg)
Probably there will be no lighting, but some one else will build a simple submarine with some spotlights :P
think about it ^^
Title: Underwater scenes
Post by: cameni on January 28, 2011, 06:12:34 am
Yes, or there could be a ruin generator that will generate and place the ruins to multiple places. Still, it would be almost impossible to find. On the land with high visibility you hardly can find anything, I cannot imagine what it would be like under sea ..
Title: Underwater scenes
Post by: necro on January 28, 2011, 07:01:49 am
yah, you will need gps-coords ^^
but for your screenshots old ruins were damn cool.
Title: Underwater scenes
Post by: Stargun on January 29, 2011, 02:48:38 pm
Quote from: cameni
Yes, or there could be a ruin generator that will generate and place the ruins to multiple places. Still, it would be almost impossible to find. On the land with high visibility you hardly can find anything, I cannot imagine what it would be like under sea ..

It would be nice to be able to detect such underwater structures by telemetry from a satellite imagery. Or to be able to use boats / airplanes with dragged under surface sonar buoys to map up the underwater terrain.

Nice treasure hunt missions could be imagined. With such a big world it's really interesting to  use a multiplayer mode with like 100 ships to cover a bigger search area with sonar. The GPS coordinates are used for the approximate position only with a let's say 10 x 10 km area to be searched.

Maybe a hunt for the Loch Ness Monster?

The screenshots are beautiful as usual. :)
Title: Underwater scenes
Post by: Diesel Smoke on January 29, 2011, 09:34:10 pm
Come on, i want this engine. :|
Title: Underwater scenes
Post by: razgriz 53992 on January 30, 2011, 05:46:59 am
Quote from: Diesel Smoke
Come on, i want this engine. :|

To be honest, it's really out of their control- all about when they get drivers that work from AMD.
Title: Underwater scenes
Post by: necro on January 30, 2011, 06:30:18 am
...or they find code issues made by themselves.. in both cases you will have to wait.
Title: Underwater scenes
Post by: ADOGMC on May 18, 2011, 03:46:43 pm
To begin with congratulations, great job done so far.
It's really insane and promising as work on your 3D engine. :)
Here is my question on underwater submarine.
 
Is your engine manages marine currents, and what influence it can have on different types of materials or objects.
Example: piece of wood, seaweed, liquid (oil), animals or humans caught in its currents.
Title: Underwater scenes
Post by: cameni on May 19, 2011, 12:51:45 am
Quote from: ADOGMC
Is your engine manages marine currents, and what influence it can have on different types of materials or objects.
Example: piece of wood, seaweed, liquid (oil), animals or humans caught in its currents.
No, it doesn't simulate the currents, in fact there's no physics for the water yet. First thing, after the buoyancy, will be a proper reaction to waves.

I'm really unsure about the currents, but just recently I've read that crocodiles swam the Atlantic to reach America (http://www.newscientist.com/article/dn20464-crocodiles-swam-the-atlantic-to-reach-america.html), probably carried away by ocean currents, so there's something to it :)
Title: Underwater scenes
Post by: Jagerbomber on May 19, 2011, 01:24:09 am
:rolleyes: