SkyX 0.4 [0.4 version released - Over-cloud rendering!]

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
Zonder
Ogre Magi
Posts: 1132
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 22

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Zonder » Tue Mar 26, 2013 2:22 pm

TheSHEEEP wrote:
Thoran wrote:Another question on Hydrax would be if Hydrax can generally be used to render rivers instead of ocean?
Would be interested in that, too.
I would think lakes would be another natural one for it to do :)
0 x
There are 10 types of people in the world: Those who understand binary, and those who don't...

User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xavyiy » Tue Mar 26, 2013 7:00 pm

I have a short question concerning the SkyX system. Is it correct to assume that cloud layers are an alternative to using the volume clouds of SkyX? So I only need to setup the cloud layers or only the volume cloud manager and its VCloud data structure, right? There is no sense in combining them both simultaneously?
Yes, you're right: both are different clouds arternatives but can be used at the same time. In some situations you could want to combine them: imagine that you set the VClouds humidity to ~10-40% and there are only a few clouds on the sky, then the subtle layered clouds could look good.
Edit: Another question on Hydrax would be if Hydrax can generally be used to render rivers instead of ocean?
If these rivers are always at the same height, then yes (using the projected grid, like a regular ocean...), but for more realistic rivers, with different heights and waterfalls, no. In the future I'll work on a plugin for rivers, but that will have to wait 1 year, at least.
I would think lakes would be another natural one for it to do
For lakes, you can use the radial grid or the simple grid, but only one lake at the same time.

Remember that Hydrax is a solution for ocean/big water areas rendering, simplier things like multiple lakes or rivers don't require that high level of realism, specially on the simulation part, so Hydrax could be not a good choice here.

Xavier
0 x

User avatar
Thoran
Halfling
Posts: 94
Joined: Mon Dec 01, 2008 2:04 pm
Location: Germany
Contact:

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Thoran » Tue Mar 26, 2013 10:35 pm

Thanks for your reply.
Yes, you're right: both are different clouds arternatives but can be used at the same time. In some situations you could want to combine them: imagine that you set the VClouds humidity to ~10-40% and there are only a few clouds on the sky, then the subtle layered clouds could look good.
So this means, as soon as I want to have more than one cloud layer, e.g. a low cloud layer and a high cloud layer, I need to combine the two, as volume clouds are always only one volumetric cloud layer?
Remember that Hydrax is a solution for ocean/big water areas rendering, simplier things like multiple lakes or rivers don't require that high level of realism, specially on the simulation part, so Hydrax could be not a good choice here.
My personal opinion is that the quality of the water surface rendering and the effect when you look into the water would be perfect for a river, even though I see the problem for waterfalls at the moment.
0 x

User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xavyiy » Wed Mar 27, 2013 1:36 pm

So this means, as soon as I want to have more than one cloud layer, e.g. a low cloud layer and a high cloud layer, I need to combine the two, as volume clouds are always only one volumetric cloud layer?
Yes, exactly.
My personal opinion is that the quality of the water surface rendering and the effect when you look into the water would be perfect for a river, even though I see the problem for waterfalls at the moment.
Yes, the rendering is perfect for any kind of agitated water surface, but the simulation and geometry are far from being a good solution for river rendering. This is why I'll work on a proper river plugin in the future.

Xavier
0 x

User avatar
ahmadi
Gnome
Posts: 312
Joined: Sat Nov 26, 2005 4:03 pm

SkyX background color function dont work

Post by ahmadi » Thu Apr 04, 2013 8:32 am

Hi.
How can i get/calculate fog color!?
I want set my fog color to SkyX background color.
There is no function to retrieve fog color from SkyX atmosphere! or even getting ambient or background color.
i tried to use mSkyX->getAtmosphereManager()->getColorAt() but that don't work correctly!
Somebody reported the function bug but in wrong forum
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=75854


Thank you for any help.
0 x
_________________________________
Best regards

Ahmadi

panzhiyi3
Halfling
Posts: 43
Joined: Mon Dec 28, 2009 4:37 am

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by panzhiyi3 » Tue Apr 16, 2013 10:45 am

Thanks for your GREAT WORK!
I have some problem is using SkyX in Ogre Deferred Shading,I put the codes together,but the sky sometimes will disappear,and sometimes sky color mixed with the wall,It's strange :D
0 x

panzhiyi3
Halfling
Posts: 43
Joined: Mon Dec 28, 2009 4:37 am

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by panzhiyi3 » Tue Apr 16, 2013 10:55 am

In deferred shading sample,SkyX looks like this
SkyX.jpg
SkyX.jpg (65.66 KiB) Viewed 5784 times
0 x

User avatar
Xplodwild
Goblin
Posts: 231
Joined: Thu Feb 12, 2009 3:49 pm
Location: France
Contact:

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xplodwild » Thu Apr 18, 2013 11:04 pm

panzhiyi3 wrote:In deferred shading sample,SkyX looks like this
I use SkyX in my deferred pipeline and it works just fine.
0 x

panzhiyi3
Halfling
Posts: 43
Joined: Mon Dec 28, 2009 4:37 am

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by panzhiyi3 » Thu Apr 25, 2013 4:39 pm

Xplodwild wrote:
panzhiyi3 wrote:In deferred shading sample,SkyX looks like this
I use SkyX in my deferred pipeline and it works just fine.
I've got it work now.because in my project I used a 8bits depth map,after changing to 16bits depth and change the clip() value in the Ambient_ps(clip(a2.r-0.00001)),problem solved.
0 x


Lagger90
Gnoblar
Posts: 4
Joined: Tue Jun 25, 2013 6:21 pm

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Lagger90 » Tue Jun 25, 2013 6:33 pm

hello.

I'm kind of an OGRE newbie and i wanted to add skyx to my project cause well, it would look much better than my current skybox.
Sadly, there is no tutorial and the samples aren't much help in figuring out what i should use and what i shouldn't.

Is there any tutorial out there to show me how to do a day/night cycle?

Also, i did try something but apparently i have a linker problem. Where is the SkyX.lib file? i've been looking for almost an hour, still haven't found it :S
0 x

User avatar
Xplodwild
Goblin
Posts: 231
Joined: Thu Feb 12, 2009 3:49 pm
Location: France
Contact:

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xplodwild » Wed Jun 26, 2013 1:22 pm

Lagger90 wrote:hello.

I'm kind of an OGRE newbie and i wanted to add skyx to my project cause well, it would look much better than my current skybox.
Sadly, there is no tutorial and the samples aren't much help in figuring out what i should use and what i shouldn't.

Is there any tutorial out there to show me how to do a day/night cycle?

Also, i did try something but apparently i have a linker problem. Where is the SkyX.lib file? i've been looking for almost an hour, still haven't found it :S
The .lib is obtained after compiling SkyX. As for the demos... Well they cannot be any simpler I think, they were fairly easy from what I remember.
0 x

User avatar
Mind Calamity
Ogre Magi
Posts: 1255
Joined: Sat Dec 25, 2010 2:55 pm
Location: Macedonia

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Mind Calamity » Tue Jul 23, 2013 6:05 am

[s]Your downloads page is down/404, you should fix that as soon as possible :)[/s]

EDIT: It's not the download page referenced on the OGRE forums, it's the one on your website here. You should still fix that, since it's the one Google decided to index.
0 x
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt

User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xavyiy » Tue Jul 23, 2013 11:09 am

Thanks for the info Mind Calamity, I've fixed the link problem but I've detected that some other ones are broken around the website.

I haven't fixed them since in less than two months the a completely new website will be available :)

Xavier
0 x

Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 1

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Transporter » Tue Jul 23, 2013 12:26 pm

See patch-thread in my signature. I have a patch to use SkyX with Ogre 1.9.0.
0 x

User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xavyiy » Tue Jul 23, 2013 12:31 pm

Thanks Transporter,

I'll be updating SkyX to 1.9 in some months, not much after the first public release of Paradise Sandbox targeted for September since I'll be adding volumetric terrain support via the 1.9 Volume component before the end of the year.

Xavier
0 x

User avatar
Mind Calamity
Ogre Magi
Posts: 1255
Joined: Sat Dec 25, 2010 2:55 pm
Location: Macedonia

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Mind Calamity » Wed Jul 24, 2013 7:53 am

Too bad I hadn't seen that patch before, I patched it myself last night. :D

In any case, good luck with the Paradise Engine. :) I really wanna play around with it once it's released.
0 x
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt

Transporter
Minaton
Posts: 933
Joined: Mon Mar 05, 2012 11:37 am
Location: Germany
x 1

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Transporter » Wed Jul 24, 2013 8:30 am

Mind Calamity wrote:Too bad I hadn't seen that patch before, I patched it myself last night. :D
Feel free to add your solution to the Topic. Btw, I also updated the CMake files of SkyX.
0 x

scratchyrice
Gnome
Posts: 324
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by scratchyrice » Wed Jul 24, 2013 3:53 pm

Hi Xavyiy,

I am eagerly awaiting the commercial/new version of HydraX - you mentioned it would be 60 euro for ogre users per person? Do you have any time frame for this?

Thanks

Scratchy
0 x
Intel I5 750 OC'd to 4.2Ghz per core, Geforce 580GTX 1.5Gb GPU, 280GTX for PhysX, 8Gb DDR 3 ram

User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Xavyiy » Tue Aug 06, 2013 5:48 pm

Hi scratchyrice,

I'm planning to release Hydrax 2.0 (commercial, ~60€ for hobbyist) at the end of the year.

Xavier
0 x

User avatar
nevarim
Gnoll
Posts: 655
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
Contact:

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by nevarim » Wed Aug 07, 2013 10:37 am

Hi Xavy

so hydrax for free production si stopped? :(

thanks for your great work §:)

Neva
0 x
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS

User avatar
Zonder
Ogre Magi
Posts: 1132
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 22

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by Zonder » Wed Aug 07, 2013 11:59 am

nevarim wrote:Hi Xavy

so hydrax for free production si stopped? :(

thanks for your great work §:)

Neva
The guy has to pay his bills.
0 x
There are 10 types of people in the world: Those who understand binary, and those who don't...

User avatar
nevarim
Gnoll
Posts: 655
Joined: Mon Jul 05, 2010 6:16 pm
Location: Pavia Italy
Contact:

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by nevarim » Wed Aug 07, 2013 12:07 pm

eheh

beh was great his work until now :)
0 x
i'm a noob until proven otherwise :D
used in my project ;) and thanks to everyone :D
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS

scratchyrice
Gnome
Posts: 324
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by scratchyrice » Fri Aug 09, 2013 12:12 am

Hi Xavyiy,

Thanks for the reply - Really looking forward to it. Fantastic work so far!

Cheers

Scratchy
0 x
Intel I5 750 OC'd to 4.2Ghz per core, Geforce 580GTX 1.5Gb GPU, 280GTX for PhysX, 8Gb DDR 3 ram

danduk82
Gnoblar
Posts: 9
Joined: Wed Oct 09, 2013 2:39 pm

Re: SkyX 0.4 [0.4 version released - Over-cloud rendering!]

Post by danduk82 » Wed Oct 09, 2013 3:01 pm

Hello Xavyiy,
I'm a programmer for the community-based game "Hearts of Oak" , which is currently at very early stage of development by the PiratesAhoy community (a modding community for sailing/pirates games).

We are having a lot of discussion about the engine. Initially we were thinking about UDK, but it really does not fit the scope of the project, especially for the open-world we plan to create. Some developpers are thinking about Cryengine, but I would like to build a small "proof of concept" engine based on Ogre3D, because I would definitely prefer an fully open-source project.

I have seen your plugins, skyx and hydrax, and I wonder if there is an "offical" GIT or mercurial repository. I've found the unofficial GIT repository for Hydrax.0.5.4 (what do you think about it?), but nothing for skyx.0.4. Do you release it only on a "download-the-archive" base?

Moreover, I think you are right with the price you plan to ask for hydrax2.0, but how would it be released? opensource or not? If we plan to use it in our project, how should we pay it? Could we distribute it with the sources of the game?

Thanks for you great work.
Cheers
0 x

Post Reply