(http://i.minus.com/jpW5JagJhgLIk.jpg) (http://i.minus.com/ipW5JagJhgLIk.jpg) | (http://i.minus.com/jbr5MdIi1YoTZh.jpg) (http://i.minus.com/ibr5MdIi1YoTZh.jpg) |
(http://i.minus.com/jLFSE89DOL5k1.jpg) (http://i.minus.com/iLFSE89DOL5k1.jpg) | (http://i.minus.com/jbeDFCSUyHn42F.jpg) (http://i.minus.com/ibeDFCSUyHn42F.jpg) |
(http://i.minus.com/jbeiPFF4JkfT6Q.jpg) (http://i.minus.com/ibeiPFF4JkfT6Q.jpg) | (http://i.minus.com/jbJSvYWrDygsa.jpg) (http://i.minus.com/ibJSvYWrDygsa.jpg) |
(http://i.minus.com/jEfWLoMLpsYKf.jpg) (http://i.minus.com/iEfWLoMLpsYKf.jpg) | (http://i.minus.com/jlCKob8M6TiK4.jpg) (http://i.minus.com/ilCKob8M6TiK4.jpg) |
(http://i.minus.com/jweEqh9FWC5sz.jpg) (http://i.minus.com/iweEqh9FWC5sz.jpg) | (http://i.minus.com/jrEAqOW1WU7nu.jpg) (http://minus.com/i/rEAqOW1WU7nu) |
Um.... Does billboard rotation effect the shadow? :oYes, when rendering to shadow map, billboards face the sun, shadows do not turn.
That'd be odd-looking.
I'm assuming it casts them like they're perpendicular to the sun.
Oh yes, that's what we need. Gives nice touches to the scene. Far better than the dark blobs we have today.Right now they are rendered as far as the terrain shadows are, 20km in these shots.
How distant can you render these?
Looks really nice! but there's no ambient occlusion in these pics right? I'm really curious to see a pics with AO on terrain with no sun light (only sky light) if it's possible.SSAO effect is subtle, you would see it on an untextured scene but textures obscure it. It's better visible on objects and on the mercenary. Terrain and trees need a different algorithm.
AFAIK visual Quality from AO depends on implementation (hbao is better than standard ao) and also 3d model fidelity( more polys give better looks). Cheap versions can look dirty and cartoonish though.
(http://i.minus.com/ixbdXqlzCpul6.jpg) (http://i.minus.com/ixbdXqlzCpul6.jpg) | (http://i.minus.com/ifRGtzYCusuNd.jpg) (http://i.minus.com/ifRGtzYCusuNd.jpg) |
(http://i.minus.com/ikYlk7dr0NH5H.jpg) (http://i.minus.com/ikYlk7dr0NH5H.jpg) | (http://i.minus.com/ibfbOojPnQDQF0.jpg) (http://i.minus.com/ibfbOojPnQDQF0.jpg) |
(http://i.minus.com/iwcBLPkSeiSkH.jpg) (http://i.minus.com/iwcBLPkSeiSkH.jpg) | (http://i.minus.com/isSajYTnE9Nwm.jpg) (http://i.minus.com/isSajYTnE9Nwm.jpg) |
(http://i.minus.com/ibzsnUBvnb20hX.jpg) (http://i.minus.com/ibzsnUBvnb20hX.jpg) | (http://i.minus.com/ibxzS9Ra0plNBE.jpg) (http://i.minus.com/ibxzS9Ra0plNBE.jpg) |
(http://i.minus.com/iWk4ZBqEaJdm.jpg) (http://i.minus.com/iWk4ZBqEaJdm.jpg) | (http://i.minus.com/iNFT3mUH4HFux.jpg) (http://i.minus.com/iNFT3mUH4HFux.jpg) |
(http://i.minus.com/iCXpp483RA8qW.jpg) (http://i.minus.com/iCXpp483RA8qW.jpg) | (http://i.minus.com/ibbh6EZHBs3yKP.jpg) (http://i.minus.com/ibbh6EZHBs3yKP.jpg) |
(http://i.minus.com/iARIuozaz68KB.jpg) (http://i.minus.com/iARIuozaz68KB.jpg) | (http://i.minus.com/iAFUi2rU7XqA0.jpg) (http://i.minus.com/iAFUi2rU7XqA0.jpg) |
(http://i.minus.com/ibuK75Nesr9IlE.jpg) (http://i.minus.com/ibuK75Nesr9IlE.jpg) | (http://i.minus.com/iqCZMoegDvDB9.jpg) (http://i.minus.com/iqCZMoegDvDB9.jpg) |
(http://i.minus.com/ibmprVfaz1xTXV.jpg) (http://i.minus.com/ibmprVfaz1xTXV.jpg) |
A few new screenshots with the latest AO implementation. It's almost ready for release, probably next week.OMG! that looks awesome!
I don't get it..What exactly am I suppose to be looking for or at? Nothing looks changed to me.
AO is attenuating ambient light and reflections only and that is why it's invisible on direct sun light. The performance cost depends on your GPU the implementation is not final but I think I will be able hold it under 2.5ms on my NVIDIA 750 TI for high quality version.
Yes terrain is affected by AO too.That's awsome. Is it noticeable on, let's say, distant rocks?
Yes terrain is affected by AO too.