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DWARF and a dirt texture, just some fun with materials and DWARF |
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RicoSuave |
May 4 2007, 01:05 PM
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Master
Group: Members
Posts: 228
Joined: 22-March 06
From: (Undisclosed)
Member No.: 585
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I don't know a fraction of what you guys do with art and visual design, so I'm a little sheepish in asking this. How many light sources are there in your two jpgs Cobra? It looks like all light is ambient only. If I understand correctly, there can be dozens of unique types of light sources, for example, the single bright spot (Sun), the reflective light off shiny objects, the reflective light off dull yet bright objects, ambient light, atmospheric light (filtering), and on & on. I know the shots you posted are only drafts/experiments, and that I wouldn't even qualify myself as a novice, however, it seems like the blades of grass and the leaves on the trees need a strong shadow on one side of them. From what I've learned, there would probably be some type of very very light green filter down near the base of the tree trunk. Does DWARF allow for many different light types (not just single sources)? How about scattered light through a dusty environment? Is there a way to change the reflective property of a tile in different areas of it (i.e. have a sappy area on a tree trunk that still looks like the texture or perhaps even having it look like it just rained over the whole tree)? Is adding shadow the last step in the process? (I wish I knew more about this topic)
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joshpurple |
May 4 2007, 01:52 PM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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You're awesome Rico, and no worries at all about your background . I think you've asked a ton of outstanding questions, -bully for you! I don't know all the answers, but I always recommend playing with DWARF to see the fun, woo! woo! One aspect to DWARF is, it's the World Editor, but not the Game Engine itself. A lot of of the questions you have asked ( I think ) will be more directly involved in the Game Engine. The World Editor is for creating the levels that will then be used in-game. So a number of items may not need to be supported in DWARF, but will be supported in-game. And, that's just my guess, Cobra and others know a lot more than I do
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njpaul |
May 4 2007, 02:12 PM
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PW Client Team Lead
Group: PW Team Leader
Posts: 202
Joined: 27-June 06
From: Mukwonago, Wisconsin
Member No.: 611
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Just a note about why scaling affects lighting. When an object gets scaled, so do the normals. By default Ogre will not renormalize the normals so lighting works correct. They opted by default for speed instead of style. The SVN version of Dwarf has the change made so normals are renormalized. However, when textures are put on the object through shaders, this problem does not exist because the shader has to normalize normals anyways (well, it doesn't have to I suppose, but not normalizing a speed optimization you can perform to make the trade off between speed and quality; it also reduces the instruction count if you are hitting those constraints in the shader).
Also, I'm not too sure we are going to want to parallax map things like trees. It's rather expensive and there are a lot of them. It'd be fine to have a render quality option for such things though.
On a side note, I'm not even a huge fan of parallax mapping. I like what it can produce, but after seeing parallax occlusion mapping nothing really compares. I can't wait to see what kind of things are possible with geometry shaders too. I imagine our art will start off with techniques common today, but over time we'll add patches to the game to increase the rendering quality using newer techniques as they come along.
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Jerky |
May 4 2007, 02:28 PM
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Former PW Project Manager
Group: PW Admin
Posts: 1,610
Joined: 11-January 05
From: Dallas, GA
Member No.: 62
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QUOTE(joshpurple @ May 4 2007, 01:52 PM) One aspect to DWARF is, it's the World Editor, but not the Game Engine itself. A lot of of the questions you have asked ( I think ) will be more directly involved in the Game Engine. The World Editor is for creating the levels that will then be used in-game. So a number of items may not need to be supported in DWARF, but will be supported in-game. And, that's just my guess, Cobra and others know a lot more than I do Exactly what I would have said. You know more than you think . Another note is, we are redoing DWARF, pretty much from the ground up again. This version was to show we could do something. The next will be much better.
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Erik Briggs (Jerky) Project Manager My Blog
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joshpurple |
May 4 2007, 02:58 PM
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PW Artist
Group: PW Developer
Posts: 790
Joined: 3-July 06
Member No.: 613
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Thanks Jerky! QUOTE(njpaul @ May 4 2007, 08:12 AM) parallax occlusion mapping nothing really compares. I can't wait to see what kind of things are possible with geometry shaders too. I imagine our art will start off with techniques common today, but over time we'll add patches to the game to increase the rendering quality using newer techniques as they come along.
Njpaul, Brilliant as always! Parallax occlusion is great stuff. If anyone has a particular shader, or method, etc. they would like to see used, please feel free to mention it, & I'll be glad to work on it with the 3D stuff . I'll see what I can learn on Parallax occlusion, oFusion, and Max.
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njpaul |
May 4 2007, 10:01 PM
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PW Client Team Lead
Group: PW Team Leader
Posts: 202
Joined: 27-June 06
From: Mukwonago, Wisconsin
Member No.: 611
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QUOTE(joshpurple @ May 4 2007, 04:58 PM) Parallax occlusion is great stuff. If anyone has a particular shader, or method, etc. they would like to see used, please feel free to mention it, & I'll be glad to work on it with the 3D stuff . I may take you up (and any other one of our artists) on that offer. I want to make a simple scene in Ogre to play with shaders. I just haven't had time to do this, but I should have more time next week, since I'm graduating tomorrow. Basically I want to design a scene that uses, or has the potential to use, a variety of shader effects. I'd need someone to do the modeling and texturing though. I could make the final results into a tech demo for us too if we wanted.
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