Monster v2.0

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
User avatar
guilderstein
Halfling
Posts: 66
Joined: Wed Jan 04, 2006 11:48 am
Location: Hungary, Budapest

Monster v2.0

Post by guilderstein »

Hullo people!

I've managed to integrate hemisphere lighting and ambient occlusion into monster,
and I'm preparing to release version 2.0 soon.

Some features: all from before, clearer syntax with inlined functions, hemisphere lighting for outdoor scenes, ambient occlusion and gloss map support, further optimizations,
etc, etc.

Some ads for monster v2.0:

non-slimy parallax mappin'
Image

top of casle from OpenFrag with ambient occlusion:
Image
Image

a quad
Image

hebe mesh from RenderMonkey shaded a bit
Image
Image
http://img242.imageshack.us/img242/426/ ... ht16vu.jpg
http://img252.imageshack.us/img252/9886 ... it34kz.jpg
http://img410.imageshack.us/img410/2395 ... t127ze.jpg
http://img432.imageshack.us/img432/9629 ... ot83vu.jpg

/though I skipped overlays for the mood, speed is where it needs to be :) /
"I go where I please, and I please where I go"
- Duke Nukem
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

guilderstein!! :D

I just love this! :D

Thank you for providing us with non-slimy, great-looking natural shaders!
I will use it a lot! 8)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
DWORD
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 1365
Joined: Tue Sep 07, 2004 12:43 pm
Location: Aalborg, Denmark
Contact:

Post by DWORD »

Wow, just wow! :D

Edit: This really belongs in the Showcase forum, would you like a split of the thread?
User avatar
guilderstein
Halfling
Posts: 66
Joined: Wed Jan 04, 2006 11:48 am
Location: Hungary, Budapest

Post by guilderstein »

Split it if you want, I just wanted to give some more credit to monster :)
Though I'm no artist by any means, and cg is just hobby from about 4 weeks,
I like to post what I find nice enough :D

Expect code soon.
"I go where I please, and I please where I go"
- Duke Nukem
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66
Contact:

Post by sinbad »

Nice shots :)
User avatar
Wretched_Wyx
Orc
Posts: 498
Joined: Thu Mar 16, 2006 5:27 pm
Contact:

Post by Wretched_Wyx »

Sweet deal Guilderstein. You keep pumping them out like this, and there will be quite a nice shader collection soon. Well, it's already pretty nice. Is there any way you can (in the future mind you) do a shader with just hemispherical lighting?
User avatar
Evak
Orc Shaman
Posts: 707
Joined: Sun Apr 02, 2006 7:51 pm
Location: Sacramento, CA
x 1
Contact:

Post by Evak »

Very nice indeed :)
chromanin
Gnoblar
Posts: 12
Joined: Fri Jul 07, 2006 7:27 am

Post by chromanin »

guilderstein, I gotto tell you this: if only you would have used antialiasing, I would have said the first and last link are REAL PHOTOS. ^^

SO awesome. Can't wait for code :D
User avatar
guilderstein
Halfling
Posts: 66
Joined: Wed Jan 04, 2006 11:48 am
Location: Hungary, Budapest

Post by guilderstein »

Hi!

Code for MONSTER_2 is almost ready, I just need to test it a bit more.
Keep in touch.

PS: I really do not have time, but I wish to add 2 more shaders to the collection:
- simple vertex lighting ; - simple hemispherical lighting
"I go where I please, and I please where I go"
- Duke Nukem
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

pitty.. imageshack seems to be down atm :(
Image
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

Now they work again.. Awesome O_o !! :D
Image
User avatar
lf3thn4d
Orc
Posts: 478
Joined: Mon Apr 10, 2006 9:12 pm
x 12

Post by lf3thn4d »

impressive. :)

Questions:
How much difference interms of performance and memory usage is Monster compared to specialized shaders?

Would it be a good idea if all these special shader features are split into different shaders? Would that be worth while or is Monster the way? :P (Maybe I don't now what I'm talking about. But just wondering about performance :P)
User avatar
Jerky
Orc Shaman
Posts: 791
Joined: Wed Mar 02, 2005 4:13 am
Location: Springville, Utah
Contact:

Post by Jerky »

Those are beautiful. Great work!
Erik Briggs (Jerky)
My Blog
Project Wish
Image
User avatar
guilderstein
Halfling
Posts: 66
Joined: Wed Jan 04, 2006 11:48 am
Location: Hungary, Budapest

Post by guilderstein »

@lf3thn4d

Well, that is why I actually started writing MONSTER series. Since all 'brancing' is done in compile time (which defines the ultimate look and structure of the shader), it is ABSOLUTELY equal in performance compared to a specialized shader.
You just do not have to bother writing them all, just flip a 0/1 in the first few lines, and that is all to it.
If you are worried about the code being ugly by those #defines, etc, open up VC7/8, and it will grey out unused lines, real-time as you flip the 0/1 characters.
The ONLY difference between a specialized shader and any MONSTER version, is that the material definition still lists unused stuff, like a normal-map texture when using MONSTER only with perpixel-lighting. But since material parsing and shader compiling is done before anything gets rendered, it hardly effects performance, Ogre will just give up giving that unused material stuff to the shader if it does not need it.
/I hope I'm right about this last bit, haven't measured/

@all:

I hope I can make MONSTER_2 to the stores by Monday :) , though I'm quite overwhelmed by other stuff. Simply do not want to send buggy code to the WIKI.

guilderstein
"I go where I please, and I please where I go"
- Duke Nukem
User avatar
lf3thn4d
Orc
Posts: 478
Joined: Mon Apr 10, 2006 9:12 pm
x 12

Post by lf3thn4d »

Ah.. ok. Makes sense. Thanks for the enlightenment. I sure hope the last bit is correct though :P Else it would be wastage of parameters. I'm not sure how parameters work in GPU, but I do know it has quite an impact in C/C++ codes for different parameter counts ;)

Too bad dynamic ambient occlusion won't be possible with this shader. I think we need to get Ogre to support more data to get it working; that is if i understood correctly what those papers are saying about building entities from polygons and stuffs. :P
Meddten
Halfling
Posts: 71
Joined: Mon Aug 09, 2004 8:28 pm
Location: Austria

Post by Meddten »

Where is it now?

Is it already on the wiki? I think thats the old code on the wiki
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Does almost 4 months sound 'already' to you? :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Meddten
Halfling
Posts: 71
Joined: Mon Aug 09, 2004 8:28 pm
Location: Austria

Post by Meddten »

I dont' see Monster version 2.0 on the wiki just 1.1, please show it to me?
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

You're right: The last post by guilderstein is from July 24th.
I hope he's around, and still have that monster code handy. :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
Yaraher
Greenskin
Posts: 142
Joined: Tue Dec 13, 2005 11:37 pm
Location: Lima, Peru
Contact:

Post by Yaraher »

I hope that too :P can't get the Lightning ones to work :(
Meddten
Halfling
Posts: 71
Joined: Mon Aug 09, 2004 8:28 pm
Location: Austria

Post by Meddten »

I'm currently in Email connection with guilderstein. He has currently no time to do something. BUt he will provide me a package "as it is". Including code for the above screenshots.

Once i get it, i'll upload it to an webserver an post the link here!
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Now, that's some good news! :D
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
hbuel
Greenskin
Posts: 114
Joined: Fri Aug 04, 2006 7:24 am

Post by hbuel »

Any news about monster 2.0? I would love to play with this... :)
Meddten
Halfling
Posts: 71
Joined: Mon Aug 09, 2004 8:28 pm
Location: Austria

Post by Meddten »

hbuel
Greenskin
Posts: 114
Joined: Fri Aug 04, 2006 7:24 am

Post by hbuel »

Thank you very much! :D
Post Reply