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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 17629 times)

krz9000

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Re: Water surface reflections / ambient lighting?
« Reply #30 on: January 14, 2014, 06:01:33 am »

great!! then my only wish would be to have that in layers with weightmaps and normalized energylevels :) outerra is awsome to watch evolve...best 15 euros i ever spend. just last night i was flying over our planet with my 8 year old daughter...had a lovely time
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angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #31 on: January 14, 2014, 07:17:16 am »

I believe the new material shader is faster but i have to test it first to confirm that. From my point of view I optimized a lot of things and thanks to env maps I was able to remove a few computations so it should be faster. But there are things that can improve performance (i take them as our performance reserve :) ) for example better shadow pipeline current one is not very efficient especially on Nvidia hardware...
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ddenn

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Re: Water surface reflections / ambient lighting?
« Reply #32 on: January 14, 2014, 07:39:55 am »

Nice work! But what about topic title, water would look awesome with BRDF applied, isn't it? :)
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angrypig

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Re: Water surface reflections / ambient lighting?
« Reply #33 on: January 14, 2014, 07:53:05 am »

Current version is using the same BRDF function for water the only thing missing is the environment reflection. For water the env map is not enough we need screen-space reflections.
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Krutan

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Re: Water surface reflections / ambient lighting?
« Reply #34 on: January 14, 2014, 10:07:06 am »

Looks awesome! Keep up the good work :)
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foxfiles

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Re: Water surface reflections / ambient lighting?
« Reply #35 on: January 14, 2014, 10:14:09 am »

Yes I agree, more and more impressive Tech. here ! THX
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Reality is merely an illusion, albeit a very persistent one - A. Einstein
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