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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Water surface reflections / ambient lighting?  (Read 17623 times)

angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #15 on: January 13, 2014, 01:25:03 pm »

Also pig are you using low grass mode? It looks a bit weird.

I promise next time i'll make screenshots with full quality, btw because of a bug and there is no anti-aliasing in screenshots.
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cameni

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Re: Water surface reflections / ambient lighting?
« Reply #16 on: January 13, 2014, 01:43:57 pm »

Here's how it looks with the environment textures generated in OT:


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ZeosPantera

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Re: Water surface reflections / ambient lighting?
« Reply #17 on: January 13, 2014, 01:57:31 pm »

Insane. That is insane.
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John514

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Re: Water surface reflections / ambient lighting?
« Reply #18 on: January 13, 2014, 02:09:43 pm »

That looks nice. Its always the little touches!
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James

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Re: Water surface reflections / ambient lighting?
« Reply #19 on: January 13, 2014, 02:43:11 pm »

Nice, but is it just me, or do the reflections look like they're of a real desert and some bushes and not the actual world?

From my first post... "Currently we are using external textures for ambient specular reflection (Ambient BRDF) but Cameni is working on system that will allow us to use environment maps directly from Outerra which should make ambient light more natural."

Oh, so that's what that means.
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cameni

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Re: Water surface reflections / ambient lighting?
« Reply #20 on: January 13, 2014, 04:53:48 pm »

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2eyed

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Re: Water surface reflections / ambient lighting?
« Reply #21 on: January 13, 2014, 04:55:08 pm »

Are the reflections real time and do they show objects (not just terrain) as well?
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Jagerbomber

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Re: Water surface reflections / ambient lighting?
« Reply #22 on: January 13, 2014, 06:38:37 pm »

Ballin'  8) :P


Hey look, it's Bieber's car....  ::)
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PytonPago

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Re: Water surface reflections / ambient lighting?
« Reply #23 on: January 14, 2014, 02:14:32 am »

Insane. That is insane.

 ... that is called skills, Zeos ... pure programing witchcraft skills.  ;D

Updates whyte all those things (material editor, reflections, animated 1.st person and clouds) will be loved indeed ... also, i see the cloud distribution looks nice - no global pattern is repeated there ?

« Last Edit: January 14, 2014, 02:23:32 am by PytonPago »
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angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #24 on: January 14, 2014, 04:46:28 am »

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angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #25 on: January 14, 2014, 04:53:26 am »

Are the reflections real time and do they show objects (not just terrain) as well?

Reflections are static for now, later once with implement SSRR (screen-space reflections) most of the them will be real-time and will show objects too...
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ZeosPantera

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Re: Water surface reflections / ambient lighting?
« Reply #26 on: January 14, 2014, 04:53:39 am »

Now you guys are just showing off.
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krz9000

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Re: Water surface reflections / ambient lighting?
« Reply #27 on: January 14, 2014, 05:37:43 am »

i love to use the maxwell render since its physicaly based and therefore only has a few parameters to tweak.
opaque materials pretty much only depend on ior (fresnel and tinting of reflections),roughness (lambert/mirror) and maybe some added surface details like normalmaps or displacement. is your plan to have a "physical style" shader?
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angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #28 on: January 14, 2014, 05:47:29 am »

i love to use the maxwell render since its physicaly based and therefore only has a few parameters to tweak.
opaque materials pretty much only depend on ior (fresnel and tinting of reflections),roughness (lambert/mirror) and maybe some added surface details like normalmaps or displacement. is your plan to have a "physical style" shader?

Yes, the material shader is physically based, it's using the same parameters (roughness and reflectance (ior), normal map and albedo (diffuse)).
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foxfiles

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Re: Water surface reflections / ambient lighting?
« Reply #29 on: January 14, 2014, 05:56:08 am »

Reflections are static for now, later once with implement SSRR (screen-space reflections) most of the them will be real-time and will show objects too...

Very nice work ! can you notice any perf. decrease in real time, or it's insignificant?
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