tag:blogger.com,1999:blog-3779956188045272690.post4370383633793303280..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: One last visit to the forestMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-3779956188045272690.post-11515733409067888662012-06-22T21:22:14.868-04:002012-06-22T21:22:14.868-04:00I think you are very close to the correct radiosit...I think you are very close to the correct radiosity solution, if you feel you can't up the bounces processing wise... You can probably fake it a bit, via gamma, or other hdr techniques like others have said.<br /><br />I agree that it is a touch too dark, though very dense forest is dark too, it's just rare that the darkest light levels are so prevalent within any forest... much more light reaches the floor and keeps the ambient light levels up during the day.<br /><br />In game, it's not always going to be high noon, so the radiocity map that you are baking in should be the foundation upon which the dynamic lighting system functions. I really think this will be how you achieve what you are looking for. <br /><br />Your realtime lighting engine will have to work with that radiosity map to render realistic dawn an dusk and -- to render me sneaking stealthily, in the dead of night, behind a picket scout and cutting his throat. So he doesn't alert the army camped just outside the forest, of my presence. ;)<br /><br />My suggestion would be that something in the actual dynamic lighting system, in game, should "push" a bit more light from the highest brightness areas to the surrounding low ones... almost like a rough gamma map.<br /><br />This would help simulate secondary bounces where the light pools at full brightness on the forest floor, surrounded by lowest darkness areas and trees around it... there would be more of a glow to the surrounding geometry around that pool of light, and perhaps that glow could be something done by the lighting engine, since it knows that the radiocity map says there at high brightness near low ones.<br /><br />Anyway, all this talk of improving things is refining something that is already 95% awesome to 98%... it's already freaking awesome! If you don't put another day into your radiosity solution you'll have achieved better, and more realistic, results than most gamers have seen in a game.Jonathan M.https://www.blogger.com/profile/13053063838125968099noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-8771554432727830462012-06-20T01:23:04.223-04:002012-06-20T01:23:04.223-04:00The forest looks about as dark as a real world for...The forest looks about as dark as a real world forest does before my eyes adjust, so I think you're heading to exactly the right solution with exposure control!sqnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-21335707421238703802012-06-19T16:41:51.148-04:002012-06-19T16:41:51.148-04:00Right... that should be no problem.Right... that should be no problem.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-86352590012115872682012-06-19T16:39:13.948-04:002012-06-19T16:39:13.948-04:00Wow, lookin' good. I guess my comment would be...Wow, lookin' good. I guess my comment would be that things look too still for a forest- a few falling leaves or something would go a long way towards livening up the place without being a terrible drain on resources (plus it's easy to make effects like falling leaves optional, for low-end computers).tentushttps://www.blogger.com/profile/06628834564577384407noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-46789148035923581952012-06-19T06:35:33.169-04:002012-06-19T06:35:33.169-04:00The darkness is fine. It would be great when paire...The darkness is fine. It would be great when paired up with HDR Rendering to ge that smooth adjustment of the eyes as the player/camera moves through different area of light. <br />But thats polish for another day. This looks very good but I agree it still has room for tweaking.Baggersnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-83748486211834010162012-06-18T21:33:11.276-04:002012-06-18T21:33:11.276-04:00I'd like to see it raised a bit higher off the...I'd like to see it raised a bit higher off the ground as well, but I don't guess that really matters a lot.Adam Fullerhttps://www.blogger.com/profile/10333870136697899160noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-39962646036600808422012-06-18T21:31:17.133-04:002012-06-18T21:31:17.133-04:00Automatic exposure control would be amazing, I thi...Automatic exposure control would be amazing, I think. Anyway I really liked this video. I kept wanting to steer the camera.Adam Fullerhttps://www.blogger.com/profile/10333870136697899160noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-31543052261024163842012-06-18T19:27:44.945-04:002012-06-18T19:27:44.945-04:00I personally agree with MCeperoG with that it is s...I personally agree with MCeperoG with that it is slightly too dark, there should be a little bit more light coming through the leaves (making the bottom of foliage be a bit more bright) I am not certain whether the grass is too dark though (Normally grass doesnt even grow in forests, or only in small patches where there is a small clearing)<br /><br />I will have to agree with some of the people above in that the edge of the forest looks amazing. I would like to see a screenshot or video from above though, see a forest as you would from a mountain or something, because I believe we have only seen the forest from the floor =3.Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-78466401919246485352012-06-18T19:16:21.355-04:002012-06-18T19:16:21.355-04:00Yep agreed with above. Leave the darkness alone. C...Yep agreed with above. Leave the darkness alone. Consider that the lightness and over-all color of the scene should be directed from shaders. Once you put in HDR, Bloom, etc it all changes.Scott Richmondhttps://www.blogger.com/profile/11435228878954774684noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-53950268713286829292012-06-18T17:49:23.982-04:002012-06-18T17:49:23.982-04:00At this point, what would up the quality of these ...At this point, what would up the quality of these previews much more than another radiosity quality increment would be to put some smoothing filter on the camera movement. ;)Rune Skovbo Johansenhttps://www.blogger.com/profile/10793811736803423054noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-60935437120494329302012-06-18T17:16:38.787-04:002012-06-18T17:16:38.787-04:00No plans for caves yet. I'm already biting mor...No plans for caves yet. I'm already biting more than what I can chew...Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-42878978793088884972012-06-18T16:46:14.087-04:002012-06-18T16:46:14.087-04:00I agree with Anonymous above, doesn't look too...I agree with Anonymous above, doesn't look too dark to me.<br /><br />It's amazingly beautiful. The point where the video reaches the edge of the forest is just jaw-dropping. :)pdurdinhttps://www.blogger.com/profile/17009164000358908795noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-8474422379175554892012-06-18T16:14:18.466-04:002012-06-18T16:14:18.466-04:00Oh SHUCKS that's really pretty :3
Do you pla...Oh SHUCKS that's really pretty :3<br /><br /><br />Do you plan on making caves at some point? I've not seen them done that well (when procedurally generated) and I think you could change that ^w^Benguinnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-60971556458850271132012-06-18T14:40:06.026-04:002012-06-18T14:40:06.026-04:00I want to have some sort of volumetric lighting ef...I want to have some sort of volumetric lighting effect, basically the same effect as the shafts you suggest. As you say it would lighten the image.<br /><br />I'm also planning on some form of automatic exposure control. When everything is too dark your eyes would adapt and detail would slowly start to emerge. If you went quickly into an intensely lit area, you would be blinded for a few seconds.<br /><br />So yes, this is far from a final lighting solution. I actually improved on this look after doing the video.<br /><br />The rocks you see are part of the underlying terrain. The grass is just some form of material.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-53081832388216909152012-06-18T14:22:30.060-04:002012-06-18T14:22:30.060-04:00very nice, great work. don't think it's to...very nice, great work. don't think it's to dark...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-5158160556373490932012-06-18T14:19:22.598-04:002012-06-18T14:19:22.598-04:00A little too dark might be advantageous. Are you ...A little too dark might be advantageous. Are you able to detect an enveloping region of light patch? If so, constructing light shafts back will help balance the scene and give it more volume - so plus for dark.<br /><br />P.S. Are all the boulder/rock formations we see still part of the underlying terrain mesh?dataferrethttps://www.blogger.com/profile/09195536512766397993noreply@blogger.com