Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on April 24, 2014, 10:02:41 am
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Test of the unoptimized lighting pipeline.
Night lights test (http://www.youtube.com/watch?v=_fyTy5UFBmA#ws)
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Wow, that looks really cool! Will these craters light other objects, like static or vehicles?
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Yes they light objects too. Actually not craters are lighting them, but the tracers have attached light sources, and when they hit the ground the light source will stay stuck there. There will be a fade out effect later.
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Perfect!
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Amazing work. I can see myself throwing some missiles with the Mig just to see the lights traveling over the surface. ;)
PS: We should have a "DOTY" (Developer of the year) price for this guy. Always making progress and adding stuff with such a low crew but in a huge massive scale. Great work for you and all the guys there. ("Mr Pig" too of course haha)
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... Hell-Bullets ... plasma and laser canons redefined ...
(http://cimsec.org/wp-content/uploads/2013/03/NAVSEA-Laser.jpg)
... now really, since when is DARPA hiding a portable version of the NAVSEA and test it virtually on your engine ? :o
P.S.: Can we "stick" some light-sources to stuff and vehicles later on too trough the script ? ( whyte all or some of the nice parameters like light color, intensity, heading ("degree defined spherical" light sources) and fade timer ) Also, if you hide it behind a partly transparent material (say a blue glass), will the light be filtered on the other side ? (or better formulated, will there be a possible light optical spectrum simulation ... maybe even Prism Physics ? ) Would like to keep a concept of car lights where, when the colored cower is missing or damaged, white base-light would be there playing around. Also cathedrals would look awesome :
(http://lightscavenger.com/blog/wp-content/uploads/2012/02/MG_0524_grace-cathedral.jpg)
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Yes it will be possible to add and control lights on vehicles, needs directional lights support. Transparent surfaces ... that's more complicated, Angrypig will have to comment about it. Lighting support in the core is his part, I connected it to the tracers and explosions here, in order to test how it performs.
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Very very Nice!
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Oha, :o nice news, thanks.
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I approve. Needed more huge ones. ALWAYS MORE HUGE ONES!
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I approve. Needed more huge ones. ALWAYS MORE HUGE ONES!
If only we could blow the half planet away ... would be now whyte core-magma lighting effect. :D :D :D
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Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?
Also, will lighting include the entire known spectrum?
https://www.orcagrowfilm.com/v/vspfiles/templates/34/images/full-visible-spectrum.jpg (https://www.orcagrowfilm.com/v/vspfiles/templates/34/images/full-visible-spectrum.jpg)
This would be useful for simulating various technologies used in combat (especially stealth technologies) and other areas. And actual radar and lidar in game.
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Really cool!
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Looks very good guys! Lighting is one thing that I really wanted to see in Outerra.
One question though. How expensive will lighting be in terms of performance? I know in the video you had hundreds of light sources and the performance seemed fine, but I guess right now you're only lighting nearby terrain. Will this change when there are many other nearby objects to light as well, or when you start adding more advanced light sources?
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That lighting at the bottom of a conical depression at the top of a mountain could make a very nice volcano........
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Perhaps a little bit more HDR bloom will make the light sources look a bit more bright? Something like this:
http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens (http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens)
https://www.assetstore.unity3d.com/#/content/17324 (https://www.assetstore.unity3d.com/#/content/17324)
That is for Unity but it has some nice screenshots and an online demo.
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Perhaps a little bit more HDR bloom will make the light sources look a bit more bright? Something like this:
http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens (http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens)
https://www.assetstore.unity3d.com/#/content/17324 (https://www.assetstore.unity3d.com/#/content/17324)
That is for Unity but it has some nice screenshots and an online demo.
Pretty damn nice. It was like a lighting explosion in a special effects movie. Something like that in Outerra would raise a lot of impressed eyebrows.
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Great !
Are the updates of the game automatics ?
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I made a video from the light blooming effect. It shows the lights punching through the fog. The object on the left has a vertex lit shader and the one on the right has an emissive shader. This is useful for runway approach lighting simulation.
Outerra really should implement a shader similar to this. In any case, the shader shown is open source, although it does cost 20 USD and you need Unity Pro to try it out.
Light punch through fog (http://www.youtube.com/watch?v=K_0FHuPU1yQ#ws)
Edit:
Some more eye candy I created using "SE Natural Bloom & Dirty Lens". Don't mind the incorrect CAT III approach lighting. I didn't finish that yet.
It would be really nice if they could implement something like this in Outerra. It looks better then FSX, X-Plane, and even the average Level-D simulator. And it took me less then 1 hour to make. That goes to show how important a proper HDR bloom shader is.
Two different approach lighting intensities at day:
(http://pilotpage.monosock.org/fileadmin/files/runway_day_low.png)
(http://pilotpage.monosock.org/fileadmin/files/runway_day_high.png)
Same approach lighting intensity in fog, from far and closer to the threshold.
(http://pilotpage.monosock.org/fileadmin/files/runway_fog_far.png)
(http://pilotpage.monosock.org/fileadmin/files/runway_fog_near.png)
Two different approach lighting intensities at night:
(http://pilotpage.monosock.org/fileadmin/files/runway_night_low.png)
(http://pilotpage.monosock.org/fileadmin/files/runway_night_high.png)
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Those lights - at runways - we need. ..... very, very much.
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Here is an online demo which uses the bloom shader form Sonic Ether to create an Approach Lighting system. Note that this effect is NOT included in Outerra, but I hope it will be at some point. It is merely a demo which shows what is possible if the right effects are used.
(http://forum.unity3d.com/attachment.php?attachmentid=99221&d=1399647235)
(http://pilotpage.monosock.org/fileadmin/files/approach_1.1.jpg)
Approach lights (http://www.youtube.com/watch?v=xa3Ifi5OwtY#)
Controls:
-Y = Slew. Turn off the flight dynamics and move freely.
-Scroll wheel = increase / decrease move speed multiplier when in Slew mode.
-AW = move sideways in Slew mode, or control Aileron in flight mode.
-SD = forward / backward in Slew mode, or control Elevator in flight mode.
-Left and Right arrow = control Rudder in Flight mode.
-QE = move up and down in Slew mode.
-R or joystick button 0 = Reset all values and reset Aircraft position if in fly mode.
-P = Pause.
-ESC or ALT-F4 = Quit program.
-C = Camera change. Hide or show cockpit.
-V = VR mode ON/OFF (not in web player).
-M or Tab = Menu show or hide.
-Mouse look = click on screen to turn on or off.
-Plus or Minus = throttle.
Theory:
Scale vs Distance: If lights are far away, they can be smaller then one screen pixel. This causes the lights to shimmer or not show up at all. If this setting is enabled, the further away the light is, the larger the scale. This gets rid of the simmer and light disappearance issue. Also, in real life light sources which are further away appear larger then nearby objects of the same size.
Emission Gain vs Distance: Lights which are further away should be less bright due to the inverse square law (http://"http://en.wikipedia.org/wiki/Inverse-square_law"). This is currently not implemented in the bloom shader, so this setting fixes that.
Global Bloom: increase/decrease the bloom of all lights, regardless of distance.
Tone Mapping: the exposure time of the camera.
Lens Dirt amount: post processing special effect which simulates light refractions caused by dirt/scratches on the lens.
Fog, Time of Day, Field of View: self explanatory.
Web player link:
https://dc8b87f2ff00541c88c5157a4dbfc632a66d0d9e.googledrive.com/host/0Bwk4bDWv3jAcSzZvTm5qNjBENFE/MiniSimWeb.html (https://dc8b87f2ff00541c88c5157a4dbfc632a66d0d9e.googledrive.com/host/0Bwk4bDWv3jAcSzZvTm5qNjBENFE/MiniSimWeb.html)
Windows standalone (With Oculus Rift support):
https://drive.google.com/file/d/0Bwk4bDWv3jAcYTlyMmZsMmVCa0k/edit?usp=sharing (https://drive.google.com/file/d/0Bwk4bDWv3jAcYTlyMmZsMmVCa0k/edit?usp=sharing)