OgreSpeedTree - v2.0 released, SpeedTree v5 support
-
- Kobold
- Posts: 27
- Joined: Mon Dec 10, 2007 4:10 am
- SiENcE
- Goblin
- Posts: 231
- Joined: Thu May 11, 2006 3:07 pm
- Location: Berlin
- Contact:
Looks good.
But, what about the leave edges? They don't look soft for me. What techniques does Games use for this problem? I have seen nice vegitation with smooth leave-egdes in the Game Drakensang (also uses SpeedTree).
I ask, because we have the same Problem with Trees and Grass.
looks bad from a far distance
and
produces wrong sorting.
But, what about the leave edges? They don't look soft for me. What techniques does Games use for this problem? I have seen nice vegitation with smooth leave-egdes in the Game Drakensang (also uses SpeedTree).
I ask, because we have the same Problem with Trees and Grass.
Code: Select all
alpha_rejection greater 128
and
Code: Select all
scene_blend alpha_blend
depth_write off
depth_check on
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
I don't believe there's anything stopping you doing this, you'll probably want a combination of shader modifications, your own NPR textures and some work in SpeedTreeCAD to create the sorts of shape trees you're looking for. You're right though that the primary aim of SpeedTree is realism so this isn't necessarily a common use for it, but offhand I don't think it's impossible. You might want to get the trial version of SpeedTree and let your artists play with it to see what they can do.MattMihaly wrote:Ahh, very sweet. I desperately wish SpeedTree could render trees in the cartoony style we use. I'd be all over this in a heartbeat.
@SiENcE: what you say is true, although on more recent cards you can enable MSAA on alpha rejected edges (e.g. NVIDIA control panel, Transparency AA - MSAA), which certainly helps. These shots have that option on in fact. Ironically it made it look smoother before I added normal mapping on the leaves - flat leaf section shading seems to play nicer with the MSAA calculations because it varies less.
Practically speaking alpha_rejection is the only way to go, it's more efficient by far. You just have to compensate by using good quality textures and transparency MSAA where available.
- ahmedismaiel
- OGRE Contributor
- Posts: 217
- Joined: Wed Jan 25, 2006 11:16 pm
- Location: Redmond,WA
-
- Gnoblar
- Posts: 5
- Joined: Mon Jul 24, 2006 2:09 am
- Location: Russia
- Contact:
Pretty damn awesome !!! Been working with IDV's SpeedTree some time ago. With hands growin from right place , it gives great results. Looking forward for release. .
www.neoaxisgroup.com - Ogre based complete game\VR engine.
- SiENcE
- Goblin
- Posts: 231
- Joined: Thu May 11, 2006 3:07 pm
- Location: Berlin
- Contact:
MSAA was new to me. Thx for this hint.
A while ago i did some research and here are my results: http://www.iris2.de/index.php/3D_render ... t_Textures
A2Coverage is no option, because it's only DX10 or OpenGL.
MS says:
My aim is is a simple method using scene_blend/alpha_blend with fast and simple sorting or a better sollution .
A while ago i did some research and here are my results: http://www.iris2.de/index.php/3D_render ... t_Textures
A2Coverage is no option, because it's only DX10 or OpenGL.
MS says:
http://msdn.microsoft.com/en-us/library ... S.85).aspxDrawing Transparent Objects with Alpha To Coverage
...
Alpha to coverage is not designed for true order independent transparency like windows, but works great for cases where alpha is being used to represent coverage, like in a mipmapped leaf texture.
My aim is is a simple method using scene_blend/alpha_blend with fast and simple sorting or a better sollution .
- Kencho
- OGRE Retired Moderator
- Posts: 4011
- Joined: Fri Sep 19, 2003 6:28 pm
- Location: Burgos, Spain
- x 2
- Contact:
- Assaf Raman
- OGRE Team Member
- Posts: 3092
- Joined: Tue Apr 11, 2006 3:58 pm
- Location: TLV, Israel
- x 76
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
For those who were asking for a video:
http://www.vimeo.com/1572168
You can get a higher quality version if you log in to Vimeo.
http://www.vimeo.com/1572168
You can get a higher quality version if you log in to Vimeo.
-
- Gnoblar
- Posts: 2
- Joined: Thu Aug 14, 2008 8:11 am
Nice video!!!
This is a bit off topic, but what cloud system are you using for your demo?
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
Re: Nice video!!!
None, that's just a skyboxn00b3 Gamer wrote:This is a bit off topic, but what cloud system are you using for your demo?
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
ThanksNdotL wrote:Awesome work!
I do have one quick question, is the OgreSpeedTree library already using SpeedGrass? Also is the SpeedWind animated foliage stuff in or planned on being incorporated?
SpeedWind is already incorporated, and there will very soon be a separate OgreSpeedGrass library, which like SpeedGrass will be included as part of a yearly support subscription to OgreSpeedTree.
- ahmedismaiel
- OGRE Contributor
- Posts: 217
- Joined: Wed Jan 25, 2006 11:16 pm
- Location: Redmond,WA
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
Time for some updated screenshots This time I'm showing OgreSpeedGrass, a complementary library to OgreSpeedTree based on (but also improving on) IDV's SpeedGrass.
The grass pages & fades around the camera, at distances you can configure to suit the performance of the machine you're targetting. It's batched up for efficiency but can be placed however you like - I've used a jittered grid distribution in this demo, but you could place the grass to your liking (more distribution loading routines are on the way). The grass has vertex colours so you can vary the look based on where it is without breaking the batching, and both respects lighting and can have dynamic shadows cast upon it, as is happening in this case (the trees are casting dynamic shadows on the grass).
OgreSpeedGrass is a separate library from OgreSpeedTree (it's the same setup as SpeedGrass is to SpeedTree) but can be combined easily, as is happening here. As with the original SpeedGrass, OgreSpeedGrass is bundled with a 12-month support contract for OgreSpeedTree, which costs $599.
Both OgreSpeedTree and OgreSpeedGrass are still in beta. I'm not looking for any additional beta testers right now, but if you would like to be notified when 1.0 is out (which should be before the end of the month), please contact me on enquiries (at) torusknot.com .
The grass pages & fades around the camera, at distances you can configure to suit the performance of the machine you're targetting. It's batched up for efficiency but can be placed however you like - I've used a jittered grid distribution in this demo, but you could place the grass to your liking (more distribution loading routines are on the way). The grass has vertex colours so you can vary the look based on where it is without breaking the batching, and both respects lighting and can have dynamic shadows cast upon it, as is happening in this case (the trees are casting dynamic shadows on the grass).
OgreSpeedGrass is a separate library from OgreSpeedTree (it's the same setup as SpeedGrass is to SpeedTree) but can be combined easily, as is happening here. As with the original SpeedGrass, OgreSpeedGrass is bundled with a 12-month support contract for OgreSpeedTree, which costs $599.
Both OgreSpeedTree and OgreSpeedGrass are still in beta. I'm not looking for any additional beta testers right now, but if you would like to be notified when 1.0 is out (which should be before the end of the month), please contact me on enquiries (at) torusknot.com .
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
Sorry, had to re-post because of a problem with the images.ahmedismaiel wrote:love the shadows casted on the grass
what's the frame rate for those screens with what machine configurations?
It's pretty scaleable, with all the options enabled here and quite a far LOD distance setup, I get 80-100fps on my 9800. I can easily double that by pulling the LOD a bit closer, and also you could opt to drop the dynamic shadows and use pre-baked ones, drop the normal mapping etc to make it run better on low-end machines.
- sisyphus
- Halfling
- Posts: 50
- Joined: Mon May 12, 2008 11:13 am
- Location: London, England
- Contact:
Looks amazing...
Looks amazing....
Makes me wish I had the funding to afford SpeedTree/SpeedGrass
For anyone who has the funding, or already has the products, this would be a no-brainer...great job Sinbad!
Makes me wish I had the funding to afford SpeedTree/SpeedGrass
For anyone who has the funding, or already has the products, this would be a no-brainer...great job Sinbad!
http://GPForge.com | digital art and entertainment
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
- ajs15822
- OGRE Expert User
- Posts: 570
- Joined: Mon Jan 02, 2006 2:05 am
- Location: Texas
- x 2
- Contact:
- joew
- Greenskin
- Posts: 113
- Joined: Fri Nov 03, 2006 6:03 pm
-
- Kobold
- Posts: 36
- Joined: Sun Feb 24, 2008 2:39 pm
- Jabberwocky
- OGRE Moderator
- Posts: 2819
- Joined: Mon Mar 05, 2007 11:17 pm
- Location: Canada
- x 218
- Contact:
Methinks if you can afford to license SpeedTree for your project, you can afford to pay Sinbad for the OgreSpeedTree integration.freegamerblog wrote:If only you had a GPL version that open source projects could use...
(GPL could work for this kind of library - commercial projects would still have to pay for licensing unless they want to open source their own products)
-
- Kobold
- Posts: 36
- Joined: Sun Feb 24, 2008 2:39 pm
Oops. Methinks I forgot SpeedTree required a license and/or this was not a reimplementation of SpeedTree.Jabberwocky wrote:Methinks if you can afford to license SpeedTree for your project, you can afford to pay Sinbad for the OgreSpeedTree integration.freegamerblog wrote:If only you had a GPL version that open source projects could use...
(GPL could work for this kind of library - commercial projects would still have to pay for licensing unless they want to open source their own products)
-
- Halfling
- Posts: 45
- Joined: Sat Mar 11, 2006 8:43 pm
- Contact: