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Terrain Screenshot

Started by kill Jun 17, 2002 at 10:12 PM 7 replies 1k views
Original Post
kill
kill
Well, I can finally post a screenshot. Specs: - Clouds. Most of the stuff about clouds is discussed in advanced cloud rendering thread. I'm yet to implement advanced shading but for now some simple perlin noise does the trick. The clouds are fully dynamic and move and change over time. - Terrain. A simple heightfield without any LOD. I currently use a 64x64 map. I will eventually have to create an octree to do frustum culling, dynamic loading of maps as the camera moves and possibly an LOD algorithm (not sure about that one yet). - Texturing. This isn't your average let's-use-a-large-texture-and-a-single-detail-map terrain. I'm using tiles of textures that are blended together using a large alpha map (one for each type of tile). I generate low resolution alpha maps for the entire patch and use them to blend the layers of tile textures. The problem with this approach is that when there are many small tiles it's very visible that the terrain is tiled. It looks more like a rug then mountains and grass It currently takes one pass for every time of texture (the screenshot is rendered with 2 passes). - Lighting. I precalculate per-vertex lighting at loadtime. I will soon move the lighting information to alpha maps and use them as lightmaps. There's a lot to squeeze into 2 texture units with some clever thinking I'll also use the same map to implement shadows. I currently run this on GeForce 2 MX so I only have two texture units. Once I get a GeForce 3/4/25 I'll optimize the terrain for it. I'll add a detail texture to every tile and lower the number of tiles so the texturing will look perfect , add dynamic per-pixel lighting, dynamic shadows and a lot more. Right now I just don't have enough texture units for per-pixel stuff although a GeForce 2 can handle it. A demo is yet to come, stay tuned for water, grass and a lot more cool stuff [edited by - kill on June 17, 2002 11:13:12 PM]
Dwarf with Axe
Dwarf with Axe
wow...

I wish I could do that; Currently all I can spit out is:

[url]http://dwarvenale.tripod.com/screenshots.html[/url]

which is nowhere near that...

VERY GOOD job though I really, really, really like your skybox.. I wish I had it.

Keep up the good work!!

~Dwarf
kill
kill
Yeah, there is a problem with the lighting. I calculate the normals in a different space (I use finite differencing to calculate the normals of a heightmap, same way NVidia demos do it for their dot3 bumpmapping demoes) so I need to transform them for the lighting to work correctly.
HunterTKilla
HunterTKilla
WOW, that is beatiful, looks like you got somthing out of Tribes 2!! One question, could you point me in the direction of a good tutorial on making meshes out of heightmaps?? A Direct 3D tutorial would be nice, but Open GL works too. Once again wow! Keep up the good work,
Cheers!
kill
kill
Hunter: check out this tutorial.

Dwarf: if you''re new to 3D it''s relatively hard to get something very simple working. Once you do get your basic heightfield to work it becomes 10 times as hard to get it to look good. My rendered doesn''t really look good, this is a particularily good shot and even this shot doesn''t look as good as most commercial renderers out there do. It will take a lot more work to perfect it and improve it''s visual quality.
okonomiyaki
okonomiyaki
That does indeed look incredible, I love how crisp the texture looks. The looks cool as well. Great job!
Sandman
Sandman
Nice work. Also, you have inspired me to get back to work on my own project which has been gathering the binary equivalent of dust for the last couple of months...

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