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!
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guilderstein
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Monster v2.0

Post by guilderstein » Fri Jul 07, 2006 6:17 pm

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 :) /
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jacmoe
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Post by jacmoe » Fri Jul 07, 2006 6:33 pm

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)
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DWORD
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Post by DWORD » Fri Jul 07, 2006 6:53 pm

Wow, just wow! :D

Edit: This really belongs in the Showcase forum, would you like a split of the thread?
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guilderstein
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Post by guilderstein » Fri Jul 07, 2006 7:01 pm

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.
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Post by sinbad » Fri Jul 07, 2006 9:55 pm

Nice shots :)
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Post by Wretched_Wyx » Fri Jul 07, 2006 11:09 pm

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?
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Post by Evak » Sat Jul 08, 2006 2:29 am

Very nice indeed :)
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Post by chromanin » Sat Jul 08, 2006 7:08 am

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
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Post by guilderstein » Wed Jul 12, 2006 6:21 pm

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
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Post by IFASS » Wed Jul 12, 2006 10:57 pm

pitty.. imageshack seems to be down atm :(
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Post by IFASS » Thu Jul 13, 2006 9:56 am

Now they work again.. Awesome O_o !! :D
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Post by lf3thn4d » Thu Jul 13, 2006 8:42 pm

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)
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Post by Jerky » Thu Jul 13, 2006 9:20 pm

Those are beautiful. Great work!
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guilderstein
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Post by guilderstein » Fri Jul 14, 2006 11:23 am

@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
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Post by lf3thn4d » Fri Jul 14, 2006 12:03 pm

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
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Post by Meddten » Wed Nov 08, 2006 12:03 pm

Where is it now?

Is it already on the wiki? I think thats the old code on the wiki
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Post by jacmoe » Wed Nov 08, 2006 9:46 pm

Does almost 4 months sound 'already' to you? :)
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Post by Meddten » Thu Nov 09, 2006 10:44 am

I dont' see Monster version 2.0 on the wiki just 1.1, please show it to me?
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Post by jacmoe » Thu Nov 09, 2006 5:50 pm

You're right: The last post by guilderstein is from July 24th.
I hope he's around, and still have that monster code handy. :)
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Post by Yaraher » Mon Nov 13, 2006 3:52 pm

I hope that too :P can't get the Lightning ones to work :(
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Post by Meddten » Tue Nov 14, 2006 8:35 pm

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!
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Post by jacmoe » Tue Nov 14, 2006 10:17 pm

Now, that's some good news! :D
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Post by hbuel » Mon Nov 27, 2006 1:20 pm

Any news about monster 2.0? I would love to play with this... :)
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Post by Meddten » Mon Nov 27, 2006 7:27 pm

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Post by hbuel » Fri Dec 01, 2006 5:40 pm

Thank you very much! :D
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