pascal.winistoerfer Posted December 3, 2010 Author Share Posted December 3, 2010 Thanks for the Review, i will work on that :) Link to comment
pascal.winistoerfer Posted December 3, 2010 Author Share Posted December 3, 2010 i changed some settings now, and also show you a pic that this scene maybe looks a bit dark because it's overcast and (what you can't see good on the screens) it's raining any ideas how to show better a wet roof insteat of changing fesnel bias or specularity itself? 1 Link to comment
steve3d Posted December 6, 2010 Share Posted December 6, 2010 just wondering, how you guys make those sky textures, render from vue/terragen or some software like that, or, the texture are made by photograph? Link to comment
pluton Posted December 6, 2010 Share Posted December 6, 2010 any ideas how to show better a wet roof insteat of changing fesnel bias or specularity itself? You can use the mesh_reflection_cube_base material for wet surfaces. Grab a static reflection cubemap of your environment (Tools>Grabber>Cube) and use it as a reflection texture for the material. Wet surfaces are characterized with a low diffuse level and a high specular level. And the fresnel bias should be small, because it equals 0.02 for water in real nature 1 Link to comment
manuel.gysin Posted June 7, 2011 Share Posted June 7, 2011 Some news from our site, our current sprint is targeting the implementation of the day/night, weather and season system. A first preview of the weather system: http://www.youtube.com/watch?v=mJsrEzz1mFU&hd=1 Link to comment
binstream Posted June 7, 2011 Share Posted June 7, 2011 Nice work, but I suggest you to adjust ambient level in the night scenes: one can hardly see a thing there. Link to comment
ulf.schroeter Posted June 7, 2011 Share Posted June 7, 2011 Some news from our site, our current sprint is targeting the implementation of the day/night, weather and season system. looks great ! How have you implemented forest rendering ? Imported SpeedTree geometry and WorldCluster/Clutter ? Link to comment
manuel.gysin Posted June 8, 2011 Share Posted June 8, 2011 Nice work, but I suggest you to adjust ambient level in the night scenes: one can hardly see a thing there. There is a problem with the codec used for the video, else it is not so dark. :mellow: looks great ! How have you implemented forest rendering ? Imported SpeedTree geometry and WorldCluster/Clutter ? Pascal has implemented to forest rendering. As much as I know how exported the trees from SpeedTree as a mesh and spawned it as WorldCluster. Link to comment
pascal.winistoerfer Posted July 22, 2011 Author Share Posted July 22, 2011 looks great ! How have you implemented forest rendering ? Imported SpeedTree geometry and WorldCluster/Clutter ? Hi Ulf Forest Rendering is actualy just Meshes from SpeedTree Exported and converted to Unigine Meshes via 3DS Max. Created a Node and Generated the Forest with a Forest Greyscale Map within a Cluster Object. didn't had time to tryout the SpeedTree Plugin yet, but will do so in the next couple of days. actualy i have just exported 3 different LOD in Speedtree and Merged then with diffeernt Surfacenames back to one Mesh in 3DS. Pretty rude, but it works sofar with 60-80 FPS regards Link to comment
pascal.winistoerfer Posted October 17, 2011 Author Share Posted October 17, 2011 Здравствуйте! New Screenshots went Public yesterday at our Facebook and Forum Page: https://forum.annora...attach=48;image https://forum.annora...attach=50;image https://forum.annora...attach=52;image https://forum.annora...attach=54;image https://forum.annora...attach=56;image https://forum.annora...attach=58;image https://forum.annora...attach=60;image https://forum.annora...attach=62;image https://forum.annora...attach=64;image For those interested in Alpha Testing, soon (3-4 Weeks) there will be a new huge Update of the Pre-Alpha, and then we give new People access to the Alpha Client. Interested? Go here: https://annorath-gam...ha-registration And also, for the upcoming Update, there will be a new Teaser, showing the Grow System of the Flora and stuff. Little Sitenote about the FPS, as it was acutal theme in another Thread: We have 70-90 FPS on FullHD with FSAA, HDR, DOF, Aux, AA. FPS drop to 50-65 FPS with Ambient Occlusion :( Windowed Mode 1600x900 FPS are >100 without AO. I Think FullHD FPS will increase even when we start to spawn nodes out of Database and not manual on client site via NodeCluster. Cheers / приветствий Pascal aka Hexentanz Link to comment
jeremy.jones_ Posted January 3, 2012 Share Posted January 3, 2012 Wow those are some aesome screens. Keep up he good work. Might also want to see if there is a way you could up the light for the "night" scenes in the vid. Like binstream said its hard as hell to see. Link to comment
pascal.winistoerfer Posted October 2, 2012 Author Share Posted October 2, 2012 Hello Gentlemen, Here we go with 3 Short Outtakes from the upcoming Alpha. In the past people said, that our night scenes look dark - yes they do - but that's how we want it. Why? We do a Sandbox Environment MMORPG with Players beeing able to ambush and attack each other nearly everyhwere, and so it must be dark in the night to provide good opportunities for ambushes, hideouts, etc. etc. You will ofc be able the carry a torch with you, make a fire in the bushes or whatever you want to get light. The Videos are Techdemos, not Trailers. Cheers Link to comment
ulf.schroeter Posted October 2, 2012 Share Posted October 2, 2012 Very nice, especially small details like flying leaves support the atmosphere Link to comment
pascal.winistoerfer Posted October 2, 2012 Author Share Posted October 2, 2012 Leaves will look slightly different, as we currently have the valley one in (sorry manguste i missed that texture!) so we change them a bit to not copycat valley look to the mass. but yes, i love them (detail, but still). i like the dynamic sound :) System behind is Google Weather API, which gets mapped in categories of weather for each part of the weather (Rain, Fog, Clouds, etc) and that is dynamically faded from state to state, giving always an individual weather with a real world stamp on it :) Edit: I forgot to mention, that if anyone wants to test with us the networking alpha, then feel free to sign up on our Homepage! Release of Networking Test Alpha is in 1,5 Weeks!! :) Link to comment
manguste Posted October 2, 2012 Share Posted October 2, 2012 Pascal, congrats! Are screenshots (or video) missing from our post? 'Cause I won't mind seeing more :) Link to comment
pascal.winistoerfer Posted October 2, 2012 Author Share Posted October 2, 2012 Strange, yes. http://www.youtube.com/watch?v=wjcmxDlokbE http://www.youtube.com/watch?v=M4TZ84wXzag http://www.youtube.com/watch?v=dM1xzZhfWJo Link to comment
pascal.winistoerfer Posted October 19, 2012 Author Share Posted October 19, 2012 FYI our servers are online and you cen register for a test walk in our virtual world :) Registration @ https://portal.annorath-game.com/# then Register for Forum and getting started thread @ https://forum.annorath-game.com/index.php/topic,88.0.html Any feedback is welcome! (It's a networking test alpha) Also, i look forward to get scaleform asap with unigine support, would be a huge blast B) cheers Link to comment
fonta.romain Posted October 22, 2012 Share Posted October 22, 2012 Also, i look forward to get scaleform asap with unigine support, would be a huge blast We are doing the same thing here, please let me know if you finish integration before us :) Link to comment
binstream Posted October 22, 2012 Share Posted October 22, 2012 Actually we already have completed Scaleform plugin, but we are still struggling to settle some legal issues with Autodesk - they want us to have a full license for Scaleform even if we don't use it in any of our projects. Link to comment
pascal.winistoerfer Posted February 12, 2013 Author Share Posted February 12, 2013 New DOF in Action: http://i.imgur.com/T1DmuA6.jpg http://i.imgur.com/RGrcb9J.jpg http://i.imgur.com/rKWZ0t8.jpg http://i.imgur.com/lzYiqcS.jpg (just some tests, not serious for publishing hehe) Link to comment
manguste Posted February 25, 2013 Share Posted February 25, 2013 Personally I liked the shield texture :D If DOF is supposed to take attention to details, it worked. Link to comment
pascal.winistoerfer Posted March 5, 2013 Author Share Posted March 5, 2013 Personally I liked the shield texture :D If DOF is supposed to take attention to details, it worked. :D yep the DOF is here to test DOF "internal for Unigine", just to give you guys a little impression on how awesome the new DOF calculations look ;) (well you already know, valley looks sweet also!) More Showcase follows mid April with the Launch of our Kickstarter Campaign. Link to comment
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