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Post-processing effects test (SSAO/HDR/Bloom)


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#721 wraitii

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Posted 15 July 2012 - 01:45 PM

I'll try to finish the water stuffs (notably waves) first, and then port everything else to ARB, I'll check at that time, but there's no reason to imagine it wouldn't work.
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#722 fabio

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Posted 15 July 2012 - 02:55 PM

View Postmyconid, on 15 July 2012 - 01:42 PM, said:

fabio, if you're still looking at this thread, can you check if the updated parallax effect works on your X1600?

I can test in the following days. It's on git at https://github.com/m...id/0ad/branches ? Which branch?
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#723 myconid

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Posted 15 July 2012 - 03:03 PM

View Postwraitii, on 15 July 2012 - 01:45 PM, said:

I'll try to finish the water stuffs (notably waves) first, and then port everything else to ARB, I'll check at that time, but there's no reason to imagine it wouldn't work.

View Postfabio, on 15 July 2012 - 02:55 PM, said:

I can test in the following days. It's on git at https://github.com/m...id/0ad/branches ? Which branch?
There's no hurry, test whenever you have time. The branch is "effectdistance2".
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#724 Mythos_Ruler

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Posted 15 July 2012 - 03:36 PM

View Posthistoric_bruno, on 09 July 2012 - 11:34 PM, said:


This grass effect. If it's too slow for terrain, what about applying it to a farm field decal and use the feature for nice-looking 3-D farms that conform to the terrain grid?
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#725 myconid

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Posted 15 July 2012 - 04:16 PM

View PostMythos_Ruler, on 15 July 2012 - 03:36 PM, said:

This grass effect. If it's too slow for terrain, what about applying it to a farm field decal and use the feature for nice-looking 3-D farms that conform to the terrain grid?
At the very least, that would give me an excuse to implement fancy materials for decals. ;)
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#726 zoot

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Posted 15 July 2012 - 04:18 PM

View PostMythos_Ruler, on 15 July 2012 - 03:36 PM, said:

This grass effect. If it's too slow for terrain, what about applying it to a farm field decal and use the feature for nice-looking 3-D farms that conform to the terrain?
Some of the slowness can probably be mitigated with the LOD feature that myconid just implemented. As for actors, maybe we can use some kind of UV map (e.g. RGB for color, A for blade length)? Then you could even color it brown, put it on a bear and call it fur :)

#727 myconid

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Posted 15 July 2012 - 04:23 PM

View Postzoot, on 15 July 2012 - 04:18 PM, said:

Some of the slowness can probably be mitigated with the LOD feature that myconid just implemented. As for actors, maybe we can use some kind of UV map (e.g. RGB for color, A for blade length)? Then you could even color it brown, put it on a bear and call it fur :)
The LOD is actually just for models atm, though it'll get adapted eventually. As for fur on bears... it's possible, but is it worth it?
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#728 zoot

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Posted 15 July 2012 - 04:25 PM

View Postmyconid, on 15 July 2012 - 04:23 PM, said:

As for fur on bears... it's possible, but is it worth it?
Probably not :)

#729 zoot

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Posted 15 July 2012 - 04:31 PM

What if we wanted grass on a pitched roof? Can that be done with decals?

#730 myconid

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Posted 15 July 2012 - 04:35 PM

View Postzoot, on 15 July 2012 - 04:31 PM, said:

What if we wanted grass on a pitched roof? Can that be done with decals?
Best way would be to add it as a prop, meaning it's a model with a grass material attached to a specific point on the main roof.

(when I'm talking about decals, I'm talking about terrain decals like the patch of dirt drawn under buildings)

Edited by myconid, 15 July 2012 - 04:36 PM.

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#731 zoot

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Posted 15 July 2012 - 04:38 PM

View Postmyconid, on 15 July 2012 - 04:35 PM, said:

Best way would be to add it as a prop, meaning it's a model with a grass material attached to a specific point on the main roof.
Sounds good. You can probably reuse that solution for water also then?

#732 myconid

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Posted 15 July 2012 - 04:42 PM

View Postzoot, on 15 July 2012 - 04:38 PM, said:

Sounds good. You can probably reuse that solution for water also then?
Yes!
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#733 Mythos_Ruler

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Posted 15 July 2012 - 04:48 PM

View Postmyconid, on 15 July 2012 - 04:16 PM, said:

At the very least, that would give me an excuse to implement fancy materials for decals. ;)
This would solve an issue we've had for years and years--how to make farms look nice while conforming to the terrain grid. The current farms are not ideal, since they're just a flat decal. Adding that "grass" effect, while conforming to terrain, would pretty much look awesome.
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#734 Gen.Kenobi

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Posted 16 July 2012 - 02:28 AM

Indeed! And we could add some farm variations, like wheat, barley, ...
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#735 Mythos_Ruler

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Posted 16 July 2012 - 04:40 AM

I don't like all the swaying... wind isn't like that, it comes in bursts. The swaying in that game looks like everything is underwater, so we should stay away from that. Though, that brings up the possibility of swaying underwater kelp for 0 A.D.
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#736 Wijitmaker

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Posted 16 July 2012 - 05:10 AM

View Postmyconid, on 10 July 2012 - 05:19 PM, said:

Wijit, I removed the bones from the Hero model and attached your textures. Here's what I get: http://imgur.com/a/ZsvjU

Could you try it again with this?

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#737 fabio

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Posted 16 July 2012 - 08:23 AM

This is what I get. Also I still get the terrain texture flickering.

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#738 myconid

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Posted 16 July 2012 - 11:43 AM

View PostWijitmaker, on 16 July 2012 - 05:10 AM, said:

Could you try it again with this?
Yup, that looks more correct! http://imgur.com/a/CkHWf

In regards to parallax: when you are creating heightmaps remember that the parallax effect actually goes inwards (i.e. the real surface of the polygon is at height=white). If your entire polygon is much lower than that, it gets pushed inwards and the effect doesn't know what to draw to fill in the gaps at the edges. That's why you got tiling gaps on the roof of the roman civil centre. The solution? Make the brick heightmap brighter, until the tops of the stones=white.

Edited by myconid, 16 July 2012 - 12:29 PM.

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#739 myconid

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Posted 16 July 2012 - 11:47 AM

View Postfabio, on 16 July 2012 - 08:23 AM, said:

This is what I get. Also I still get the terrain texture flickering.
The flickering is sort of expected, as I haven't worked on the shadowmap at all... but there's no sign of any effects anywhere, which is odd (it should either work or fail miserably, not look unchanged). Just to be sure, are you on the "effectsdistance"branch and preferglsl/gentangents are set to true in the config?

(thanks btw)

Edited by myconid, 16 July 2012 - 11:47 AM.

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#740 zoot

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Posted 16 July 2012 - 11:57 AM

For what it's worth, I get no effects on the civic center either:

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(I'm on 'effectsdistance2' as suggested here.)




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