What kind of tonemap are you thinking about to use? Linear / Reinhard / Reinhard modified /Logaritmic or you are planning to write another?Xavyiy wrote:No, my idea is to code a new set of compositors for HDR, DOF and volumetric lighting.vilgeits wrote:What you will use for HDR? HDRlib?
Maybe I will pack them in a little plugin, I think it could be useful for some people
SkyX plugin [SkyX 0.1 released! - Page 1]
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Re: SkyX plugin [Demo released - page 4!]
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Re: SkyX plugin [Demo released - page 4!]
@vilgeits
To be honest I haven't decided it yet, I think I'm going to implement some global(because of local tonemap operators are too expensive) tonemap operators and then select the operator that works better with the Application luminance range
To be honest I haven't decided it yet, I think I'm going to implement some global(because of local tonemap operators are too expensive) tonemap operators and then select the operator that works better with the Application luminance range
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Re: SkyX plugin [Demo released - page 4!]
mmm anyway if you will release it as GPL paradise codename could be a great 'scene' to test diferent tonemaps 
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Re: SkyX plugin [Demo released - page 4!]
Yesvilgeits wrote:mmm anyway if you will release it as GPL paradise codename could be a great 'scene' to test diferent tonemaps
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Re: SkyX plugin [Demo released - page 4!]
Are you going to use PagedGeometry?
There are some nice jungle models in one of the demos, as shown here:
http://www.ogre3d.org/wiki/index.php/Pa ... try_Engine
This could end up looking like Crysis
There are some nice jungle models in one of the demos, as shown here:
http://www.ogre3d.org/wiki/index.php/Pa ... try_Engine
This could end up looking like Crysis
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Re: SkyX plugin [Demo released - page 4!]
I'm afraid these models are not for public use, thats why the pagedgeometry demos don't provide them.
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Re: SkyX plugin [Demo released - page 4!]
That's a very good point - no wonder I couldn't find a demo for it.aguru wrote:I'm afraid these models are not for public use, thats why the pagedgeometry demos don't provide them.
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Re: SkyX plugin [Demo released - page 4!]
In my teens all I did was modeling, was pretty good at it, but by today's standards I suckXavyiy wrote:(Can someone suggest me a forum? I've posted the announce in some forums but not luck for the moment..)
Also check out gamedev help wanted. It's pretty filled as well
("\(>,<)/")
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Re: SkyX plugin [Demo released - page 4!]
My incredibly hit or miss strategy was to search Cg Society for modellers labeling themselves as "hobbyists" or "freelancers" and email those whose portfolios impressed me. Lots of misses. A post in the forums might be better.
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Re: SkyX plugin [Demo released - page 4!]
CGTalk is where a lot of top end visualisation and film artists hang out and there are a few top game guys there as well. There is also polycount which is where most of the gaming industry hangs out and where you would probably have much better luck. I'm pretty sure zero-gear used a few artists from there who were more than happy to contribute to the project.
boards.polycount.net
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cg76
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Re: SkyX plugin [Demo released - page 4!]
Hi Xavyiy,
It is really generous for you to release the SkyX and Hydrax
I've a question on sun rendering, is it easy to achieve the sun glare effect as shown in the picture [taken from "World In Conflict"] in SkyX?
Regards,
CG
It is really generous for you to release the SkyX and Hydrax
CG
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Re: SkyX plugin [Demo released - page 4!]
release should come soon 
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Re: SkyX plugin [Demo released - page 4!]
No news about a possible release? 
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Re: SkyX plugin [Demo released - page 4!]
It should be at half of august if i'm not wrong and Hydrax 0.6 too
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Re: SkyX plugin [Demo released - page 4!]
We're at half of august ofcourse :p
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Re: SkyX plugin [Demo released - page 4!]
Looks very cool mate 
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Re: SkyX plugin [Demo released - page 4!]
Hi all!
First of all, sorry for being absent these last weeks, I was in holidays and backing into the rutine so I haven't found time for posting
Anyway, good news =)
I've finished and packaged SkyX 0.1 and Hydrax 0.5.1, I hope to release them tonight!
As the same time I've been coding for the 'Paradise codename' project, but it will take some months before release any screenshot/video.
Xavi
First of all, sorry for being absent these last weeks, I was in holidays and backing into the rutine so I haven't found time for posting
Anyway, good news =)
I've finished and packaged SkyX 0.1 and Hydrax 0.5.1, I hope to release them tonight!
As the same time I've been coding for the 'Paradise codename' project, but it will take some months before release any screenshot/video.
Xavi
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Sheen
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Re: SkyX plugin [Demo released - page 4!]
Glad to hear it, Xaviy! I'm waiting for SkyX for a long time and I'm happy that we all will be able to play with it today 
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
SkyX 0.1 Released on 20-September-2009!
Check the first post!
P.D.: Tomorrow Hydrax 0.5.1!
Check the first post!
P.D.: Tomorrow Hydrax 0.5.1!
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
The volumetric clouds really are super nice. Amazing job. With more direct sun silver lining/light blocking cloud density like the 2d myridian clouds it'll look incredible.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
The volumetric clouds certainly look nice. It runs at about 30FPS on my 7700m. Really good job.
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ImpScary
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Thank you for releasing it, great work!
I've added SkyX to my project without any problems, except that the moon vanishes from the sky when I change my camera position (but not direction, the moon stays where it is supposed to be when I just rotate the camera). It reappears when the camera is not moving. It doesn't happen in your demos though, only in my project. I haven't looked into it yet, probably just some minor thing that i've missed.
I've added SkyX to my project without any problems, except that the moon vanishes from the sky when I change my camera position (but not direction, the moon stays where it is supposed to be when I just rotate the camera). It reappears when the camera is not moving. It doesn't happen in your demos though, only in my project. I haven't looked into it yet, probably just some minor thing that i've missed.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Tried it on my projet, it works well and it's pretty beautiful, but there's many issues with OgreTerrain (in SVN, not setWorldGeometry) : Atmospheric scattering doesn't work (only produces lighting glitch), and also there's no lighting at all (on terrain and on objects).
Edit: I also got black clouds (not volumetric, normal clouds), but that's due to the fact that I directly set the timeMultiplier to 0. Setting it to a value > 0 fixes the problem.
For the lighting, adding a directionnal light that updates with SkyX do the trick, but what is wrong there ? (it's reproducible in your samples)
Edit: I also got black clouds (not volumetric, normal clouds), but that's due to the fact that I directly set the timeMultiplier to 0. Setting it to a value > 0 fixes the problem.
For the lighting, adding a directionnal light that updates with SkyX do the trick, but what is wrong there ? (it's reproducible in your samples)
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
I'm waiting Hydrax 0.5.1 too 
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
@Vectrex & Praetor
Thanks for the opinions
About the volumetric cloud system, I suggest to use it only for testing purposes, there is a lot of work to do.
I've planed to release it as a part of SkyX for the 2 or 3 first SkyX public releases, and then separate it into another plugin, but before I wan't to fix bugs and add some new features(like lightnings, playing with the lighting scattering, more customizable clouds formation-evolution, etc..).
@ImpScary
Mmm, Are you surre that you're calling SkyX->update(...) each frame?, maybe this is the problem.
@Xplodwild
About the issues with the 1.7 Ogre Terrain: I haven't tested SkyX with Ogre 1.7 so I haven't tried to get it working the the new terrain, anyway for the Paradise Codename project I want to use the new terrain system, so I hope add native support for the new terrain system in the 0.2 version
About the clouds colour, I'll look into this, it must have the normal colour no matter of the timeMultiplier value, I suppose it's a skyx bug.
For lighitng, SkyX doesn't create any light in Ogre, so if you want a sun light you'll have to add it yourself(You can check the HydraxSkyX demo for an example).
@boyamer
Released!
Xavi
Thanks for the opinions
About the volumetric cloud system, I suggest to use it only for testing purposes, there is a lot of work to do.
I've planed to release it as a part of SkyX for the 2 or 3 first SkyX public releases, and then separate it into another plugin, but before I wan't to fix bugs and add some new features(like lightnings, playing with the lighting scattering, more customizable clouds formation-evolution, etc..).
@ImpScary
Mmm, Are you surre that you're calling SkyX->update(...) each frame?, maybe this is the problem.
@Xplodwild
About the issues with the 1.7 Ogre Terrain: I haven't tested SkyX with Ogre 1.7 so I haven't tried to get it working the the new terrain, anyway for the Paradise Codename project I want to use the new terrain system, so I hope add native support for the new terrain system in the 0.2 version
About the clouds colour, I'll look into this, it must have the normal colour no matter of the timeMultiplier value, I suppose it's a skyx bug.
For lighitng, SkyX doesn't create any light in Ogre, so if you want a sun light you'll have to add it yourself(You can check the HydraxSkyX demo for an example).
@boyamer
Released!
Xavi
Creator of SkyX, Hydrax and Paradise Sandbox.
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