Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: angrypig on May 25, 2011, 04:44:16 am

Title: 3D Trees WIP
Post by: angrypig on May 25, 2011, 04:44:16 am
Partially integrated 3D trees into our terrain rendering pipeline. There are no variations in trees yet  and a few other things that will make it looking better.

Currently our old billboards are replaced by 3D trees if they are closer than 250 meters.

At the moment 3D trees are using 5 LODs where the first one has 81600 faces and the last one has 660 triangles. Trees are already placed on correct positions, aligned with the billboards.

(http://www.outerra.com/shots/screen_1306311003.jpg) (http://www.outerra.com/shots/screen_1306311003.jpg)
Title: 3D Trees WIP
Post by: TankBo on May 25, 2011, 05:15:18 am
Looks fantastic. Am I right that shadows are already applied? (at least proper lighting)
Title: 3D Trees WIP
Post by: cameni on May 25, 2011, 05:25:10 am
Quote from: TankBo
Looks fantastic. Am I right that shadows are already applied? (at least proper lighting)
Actually no, what you see is an approximate ambient light computed for forests, that is applied to the trees and ground to simulate the reduction of light in woods. Shadows will be applied atop of it
Title: 3D Trees WIP
Post by: sniperwolfpk5 on May 25, 2011, 05:41:35 am
The trees looks very nice, but when i click on image for zooming it open another image http://www.outerra.com/shots/slant1.jpg  :P

Can you upload more 3d tree images?
Title: 3D Trees WIP
Post by: u3z05en on May 25, 2011, 05:41:53 am
I'm going to keep it surfacey and say that forest  screenshot is abso-frickin-lootly awesome!!! Thanks for making my day with that. :)
Title: 3D Trees WIP
Post by: angrypig on May 25, 2011, 05:43:35 am
Quote from: sniperwolfpk5
The trees looks very nice, but when i click on image for zooming it open another image

Solved :)
Title: 3D Trees WIP
Post by: sniperwolfpk5 on May 25, 2011, 05:46:16 am
lol You fix it with the speed of light
Title: 3D Trees WIP
Post by: TankBo on May 25, 2011, 05:53:10 am
Quote from: cameni
Quote from: TankBo
Looks fantastic. Am I right that shadows are already applied? (at least proper lighting)
Actually no, what you see is an approximate ambient light computed for forests, that is applied to the trees and ground to simulate the reduction of light in woods. Shadows will be applied atop of it
That was quite what I meant, bad wording of mine. ;) Thanks for the hint, it already looks quite good. Do you plan something for sun effects, i.e. the sun shining through the crowns like that:

(http://www.indiashots.com/wp-content/uploads/2009/05/betla_national_park_forest_india.jpg)

Also would you mind showing a screenshot next to a forest (e.g. left part of view covered by trees, right part open view into the far)? Just wondering how neat that looked.
Title: 3D Trees WIP
Post by: angrypig on May 25, 2011, 06:18:14 am
Quote from: TankBo
would you mind showing a screenshot next to a forest (e.g. left part of view covered by trees, right part open view into the far)? Just wondering how neat that looked.

There will be more in a few days. This one was quite nice in current stage so I wanted to share it with you, because there was no update about trees for some time.
Title: 3D Trees WIP
Post by: PeterBitt on May 25, 2011, 07:06:35 am
looking nice so far, are those trees still wip?
i think the leaves could use some color variations, its a little monotone green now.
but maybe the shadows will solve this.
Title: 3D Trees WIP
Post by: angrypig on May 25, 2011, 07:28:31 am
Quote from: PeterBitt
looking nice so far, are those trees still wip?
i think the leaves could use some color variations, its a little monotone green now.
but maybe the shadows will solve this.

Everything about trees is work in progress.
Title: 3D Trees WIP
Post by: monks on May 25, 2011, 08:17:49 am
Awesome guys!!  :cool: It's gonna be so cool to get lost in those...

monks
Title: 3D Trees WIP
Post by: AKNightHawk on May 25, 2011, 08:24:24 am
It looks quite good. But 81600 polys per tree will kill most computers. Even if there is lod. How long did it take the engine to stop shuddering enough for you to take that pic? lol.. :) The most you need per tree is around 3k to 5k poly. And use lod.

If yall are in bad need of trees I can point you to a site where you can get some great trees with lod levels that look just as good as that. And very low poly.

http://www.dexsoft-games.com/models/vegetation.html

http://shop.pure3d.de/

Also pure3D pine trees. which I have and they look great in my own game.
Title: 3D Trees WIP
Post by: Blockaderunner on May 25, 2011, 08:37:37 am
Where are my rails, huh? If I have no rails, I won't need the trees 'round them.  :|

BTW: nice shot :D
Title: 3D Trees WIP
Post by: cameni on May 25, 2011, 09:37:15 am
Quote from: AKNightHawk
It looks quite good. But 81600 polys per tree will kill most computers. Even if there is lod. How long did it take the engine to stop shuddering enough for you to take that pic? lol.. :) The most you need per tree is around 3k to 5k poly. And use lod.
It uses LOD.
81600 triangles are for the most detailed trees.
It renders 755 3D trees with varying level of detail in 3.66ms (on GTX 460).
Trees are coming from procedural tree generator that can produce all LODs and integrates well with the way of rendering distant forests.

If you think your computer shudders from rendering that, you can still reduce the quality, and it will use less, it won't have detailed branches (http://outerra.com/shots/screen_1294954863.jpg), and all. You probably don't need the detail when you stare from a high seat in a mech thingy, but you don't have to use it, do you? But when you fall off the thing and end up hanging on a tree branch, you'll be able to appreciate the detail.

And the noises of leaves rustling in the wind, chirping of the birds ... and rusting of the metal :D
Title: 3D Trees WIP
Post by: AKNightHawk on May 25, 2011, 10:42:23 am
Woah.. how you just said that gave me goose bumps. lol.. Yeah I can see scampering through that forest in a 40 foot tall mech.. Knocking down trees as I walk through it. Hearing the crunch of tree limbs and stuff breaking. Then watching as ZeosPantera comes tracing through on a dino.. Lining up my shot for the kill. Booom! Dino guts everywhere.. lol..:D
Title: 3D Trees WIP
Post by: RaikoRaufoss on May 25, 2011, 12:01:44 pm
It's incredible, it's hard to believe it's still a WIP!!!!!  This engine is only getting better. :cool:
Title: 3D Trees WIP
Post by: Tottel on May 25, 2011, 12:09:12 pm
They look very good, but I don't see why you would need 81600 triangles for them.. You can get them the same looking with 8 times less. :p
Title: 3D Trees WIP
Post by: JarryHead on May 25, 2011, 12:12:35 pm
Dude, this is why its 81600 tris.
(http://outerra.com/shots/screen_1294954863.jpg)
That looks freaking awesome! Its so cool that you can see each separate leaf.
Title: 3D Trees WIP
Post by: pico on May 25, 2011, 12:35:17 pm
So nice. I can not await to fly through this forest like a Bird.  ;)
Title: 3D Trees WIP
Post by: ZeosPantera on May 25, 2011, 12:59:34 pm
Yeah.. MORE POLY's and better lod management FTW..

These are good trees. Still small compared to a forest of real trees. This is more like an orchard. I'm surprised you haven't gone with procedural pine since that is what they are replacing.

Two things I want to see. A video walking or flying over/through a forrest from a natural perspective.. Then a video of a ghost watching a tree from close up going from billboard to 80,000 poly.
Title: 3D Trees WIP
Post by: Jak_o_Shadows on May 26, 2011, 05:51:55 am
The bumpy terrain looks really good in context. Oh, and trees are nice as well (although it does look a bit like an orchard, mainly due to the straightness of the trunks).
I'm guessing different tree types will also mean different heights? That would really make it look so much more awesome.
Title: 3D Trees WIP
Post by: kicweed on May 26, 2011, 06:18:48 am
Very impressive stuff. Bravo!

Could you take the recently discussed terrain-bump algorithm and apply it to the tree surface? Perhaps you could do it only if you're close enough to the tree to notice the difference. It would make the surface look less flat and more organic.
Title: 3D Trees WIP
Post by: Tottel on May 26, 2011, 06:23:23 am
Quote from: JarryHead
Dude, this is why its 81600 tris.
That looks freaking awesome! Its so cool that you can see each separate leaf.

The leaves are a texture with an opacity map, and have nearly nothing to do with the amount of triangles in your model. :)
Title: 3D Trees WIP
Post by: cameni on May 26, 2011, 07:34:28 am
Quote from: kicweed
Could you take the recently discussed terrain-bump algorithm and apply it to the tree surface? Perhaps you could do it only if you're close enough to the tree to notice the difference. It would make the surface look less flat and more organic.
Yes, adding procedural detail to the surface is planned too.
Title: 3D Trees WIP
Post by: Abc94 on May 26, 2011, 08:18:14 pm
Alright, 3D trees!  I've been waiting a long time for this!  :D

Can't wait for a video.   :cool:
Title: Re: 3D Trees WIP
Post by: Unsurt on April 16, 2013, 06:29:55 pm
Hi, i know, it is an old topic, but i were on Youtube, and i found this video (https://www.youtube.com/watch?v=4Ghulpp6CPw&list=UUZtdZFQET8QgwneAwCQ7iog&index=3).
The engine is free GPL licence.

3d trees are very good looking, and the sea looks epic.



Sorry for my bad english :-X
Title: Re: 3D Trees WIP
Post by: sniperwolfpk5 on April 17, 2013, 12:12:55 am
Well i have seen those videos. It is already there in this forum. What i think is really nice about the engine is the ocean rendering. It looks very nice, but one thing which it misses which you can found in OT are the waves. I hope the OT dev. can study their ocean related code and improve their ocean rendering.
Title: Re: 3D Trees WIP
Post by: eyeandeye on August 11, 2013, 06:35:10 pm
Any word on 3d trees or rivers? Or biomes? I love flying the mig around with the Rift but I sure can't wait for some prettier scenery to look at and crash in to.

Disregard...I was naughty and didn't read the forums first for my answer.
Title: Re: 3D Trees WIP
Post by: Milamber on August 13, 2013, 05:18:17 am
Holy smoke!!! I knew my video cards served a higher purpose than 3D gaming!

With the link posted earlier http://www.dexsoft-games.com/models/vegetation.html (http://www.dexsoft-games.com/models/vegetation.html) how would we add this to Outerra?  If there is a way I'm going to nail a handful of them from that site.
Title: Re: 3D Trees WIP
Post by: Lewin on January 19, 2018, 10:31:26 am
While the fully procedural 3d trees are not ready, why not add the usual 3d trees that would turn into billboards at a certain distance?
Title: Re: 3D Trees WIP
Post by: Avi on January 19, 2018, 11:36:54 am
I hope the vegetation is going to be diverse enough around the world when 3D tress are going to get incorporated.  =D
Title: Re: 3D Trees WIP
Post by: 2eyed on January 19, 2018, 01:45:33 pm
One can always ask for more diversity. Globally there are probably around 500.000 species on real earth, 30.000 trees.
But if we had only 1000 in OT , most locations would look unique. I don't think it's a matter of 3d trees, nonetheless they are needed.
Title: Re: 3D Trees WIP
Post by: ZeosPantera on January 20, 2018, 03:53:02 pm
Resurrection from 2013. I'm still waiting!
Title: Re: 3D Trees WIP
Post by: Lesnikus on January 23, 2018, 01:01:15 pm
Resurrection from 2013. I'm still waiting!

We are all waiting. 3D trees are included in my short list of main expectations, along with cities and full-fledged scripting

While the fully procedural 3d trees are not ready, why not add the usual 3d trees that would turn into billboards at a certain distance?

Good question. I also ask them. Probably, the developers are just too busy with other things and do not want to waste time on what will later be completely redone.
Title: Re: 3D Trees WIP
Post by: bada on July 06, 2019, 05:10:47 pm
So, just i love OT technology, i hate those billboards, especially when looking from above and seeing the circles.
Having tried Eric Brunetton's proland, i found the trees rendering tech well thought, allowing for a great number of trees (hunderd of thousends) being able to be rendered without issues. Vsync being activated, the FPS stayed at 60 the whole time even when switching from close view with a thousend or two trees  to  large view with houndreds thousends of them.
The question is: why hasn't Brunetton's way been applied to OT? Compatibility reasons with Ot's code? His code is too simple?  =D Something else?

If Cameni see this and has few minutes to answer, i'd appreciate very much. Thanks