SkyX plugin [SkyX 0.1 released! - Page 1]

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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

everyone has posted a version compatible with ogre 1.7.x and vs2010? :D

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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Thoran »

Saying it again: If you use the CMake files I put up here on the forums, to be extracted over your normal SkyX directory, you can create project/make files and solutions for everything CMake supports, which is quite a lot.

For completeness the link to my last post refrencing the relevant info: http://www.ogre3d.org/forums/viewtopic. ... 50#p418643

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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Nodrev »

Or alternatively, you can checkout this repository:
http://trac.arkeon.be/projects/so3engin ... /show/SkyX

It's a SkyX version that work both on DirectX/OpenGL (except a bug in VClouds), I had grabbed opengl shaders files somewhere on this (long) post.
CMake system too (althought it's not the same as Thoran's one), and it works with trunk version (1.8 ), so it should work with 1.7.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

Nodrev wrote:Or alternatively, you can checkout this repository:
http://trac.arkeon.be/projects/so3engin ... /show/SkyX

It's a SkyX version that work both on DirectX/OpenGL (except a bug in VClouds), I had grabbed opengl shaders files somewhere on this (long) post.
CMake system too (althought it's not the same as Thoran's one), and it works with trunk version (1.8 ), so it should work with 1.7.

perfect thanks :D
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kaylx »

Anyone got the GLSL shaders working with the SkyX Demo (2)? I get the program to run but I just end up with black clouds. :(
I've got the shaders compiling properly after replacing saturate( x ) with clamp( x, 0.0, 1.0 ).
I also added the missing unified SkyX_Ground_HDR_FP fragment program material definition (although i don't think it gets used).
Looking at the ogre log nothing stands out, the only thing is the 'Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?'
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kaylx »

Kaylx wrote:Anyone got the GLSL shaders working with the SkyX Demo (2)? I get the program to run but I just end up with black clouds. :(
I've got the shaders compiling properly after replacing saturate( x ) with clamp( x, 0.0, 1.0 ).
I also added the missing unified SkyX_Ground_HDR_FP fragment program material definition (although i don't think it gets used).
Looking at the ogre log nothing stands out, the only thing is the 'Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?'
After taking a look at the SkyX_VolClouds.fragment shader I noticed it was missing one crucial line in the code.
Putting the line in fixes the black clouds. :) The updated shader is below. Hope it helps save any other people headaches. :)

Code: Select all

uniform float uInterpolation;
uniform vec3 uSunDirection;
uniform vec3 uAmbientColor;
uniform vec3 uSunColor;
uniform vec4 uLightResponse;
uniform vec4 uAmbientFactors;
uniform sampler3D uDensity0;
uniform sampler3D uDensity1;
uniform sampler2D uNoise;

varying vec3 o3DCoord;
varying vec2 oNoiseUV;
varying float oOpacity;
varying vec3 oEyePixel;
varying float oDistance;

void main(void)
{
	vec3 noise = texture2D(uNoise, oNoiseUV*5.0).rgb;
	vec3 final3DCoord = o3DCoord+0.002575*(noise-0.5f)*2.0;
	final3DCoord.z = clamp(final3DCoord.z, 0.0, 1.0);
	
	vec3 density0 = texture3D(uDensity0, final3DCoord).rgb;
	vec3 density1 = texture3D(uDensity1, final3DCoord).rgb;
	vec3 density  = density0*(1.0-uInterpolation) + density1*uInterpolation;
	
	vec3 finalColor = vec3(0,0,0);
	float  opacity    = 0.0;
	
	if (density.x > 0.0)
	{
	    float cos0 = clamp(dot(uSunDirection,oEyePixel), 0.0, 1.0);
	    float c3=cos0*cos0;
	    c3*=c3;
	
		float beta = c3*uLightResponse.y*(0.5f+0.5*density.y);

		float sunAccumulation = clamp( beta+density.y*uLightResponse.x+pow(oDistance,1.5)*uLightResponse.w, 0.0, 1.0 );
		float ambientAccumulation = clamp(uAmbientFactors.x + uAmbientFactors.y*o3DCoord.z + uAmbientFactors.z*pow(o3DCoord.z,2.0) + uAmbientFactors.w*pow(o3DCoord.z,3.0), 0.0, 1.0)*uLightResponse.z;
	    
		finalColor = uAmbientColor*ambientAccumulation + uSunColor*sunAccumulation; // <<<<< MISSING LINE <<<<<
		opacity = (1.0 - exp(-density.x*(7.5-6.5*o3DCoord.z)))*oOpacity;
	}
	
    gl_FragColor = vec4(finalColor, opacity);
}
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Nodrev »

Hi Kaylx,

Just tested your modifications and remarks, it works like a charm.
So, I updated our svn with those correction (thanks, cause I had no time to check this problem, you saved my time :D )
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Hi all the community, I'm writting this just to announce that over the most part of the summer I'll be working on SkyX(and Hydrax).
Adding new features, integrating both plugins in the paradise engine/editor and making new versions(it's about time..!).

I'll work a lot on the SkyX volumetric cloud system, also thunderstorm support is comming... =)

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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Rambus »

I look forward to seeing what you get done in the new versions. :)
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by aguru »

That's great news. Thanks for keeping us updated, Xavier! :D
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Zeal »

@Xavyiy

Glad to hear you are back working on this! I have been researching volumetric cloud rendering for many years, and thus far the best solution I have found is Simul's sdk...

http://www.simul.co.uk/truesky

From what I understand their solution works roughly the same as SkyX (slices of geometry with two interpolating volume textures). I wonder if anyone is aware of any other volume cloud rendering systems/tricks we could learn from? It would be nice if we can make SkyX the NEW best solution for sky rendering.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Stinkfist »

Xavyiy,

Do you think it would be possible to share SkyX and Hydrax in the future in some public code repository, f.ex. Google Code? Also usage of cross-platform build system (f.ex. CMake) would be great too.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Thoran »

Stinkfist wrote:...Also usage of cross-platform build system (f.ex. CMake) would be great too.
Please read the thread carefully, especially the last pages.

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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Hi all!
I've some good news: I've finally finish my exams! So I'll have a big part of the summer with a lot free time, perfect for large coding sessions!

About my priorities during the summer, I think the roadmap will be something like that:
1. Work on some aspects on the paradise engine engine.
2. Make the latest SkyX version(It's a little advanced than the official v0.1, I've been working on it about 1 year ago) and demos compile under Ogre 1.7.2 and also write native GLSL shaders.
3. Integrate SkyX in the Paradise Engine, adding to it the needed features to make it possible: multicamera support, etc.. (That must be the hardest point, maybe 2 weeks of work since it'll be the first plugin for the engine+editor)
4. Work on new SkyX features, such thunderstorm support, better under-horizont rendering, etc.

These four points must take me the most part of the summer, since at the same time I'll start to code a big set of materials for the (paradise) engine.
After that, I'll do the same thing with Hydrax, but since it's a lot more complex than SkyX, I've decided to start with this second one.

The idea is to have all this finished byt the end of november, so SkyX 0.2 must be released someday in setember/october and Hydrax v0.6 around december(since some features I want to work on must take me a long time...)

--------------------------------------------------------------------------------------

@Zeal
As far as I know, this it the best approach for bottom point of view volumetric cloud rendering. When I was designing the volumetric cloud system, I have been reading a lot of articles/methods, but all these methods was far from the results this approach is able to make.
Anyway, I think I'll be able to implement a cool thunderstorm/precipitation system, so... this will give to SkyX some extra points! :P

@Stinkfist
For future versions, I want to release them in some kind of code repository, but dunno if I'll choose a public one or maybe some repository system at paradise-studios server!

Xavier
Last edited by Xavyiy on Sun Jul 03, 2011 4:31 pm, edited 1 time in total.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by spacegaier »

That sounds great! Good to have you back at it :) !
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

Xavyiy wrote:Hi all!
I've some good news: I've finally finish my exams! So I'll have a big part of the summer with a lot free time, perfect for large coding sessions!

About my priorities during the summer, I think the roadmap will be something like that:
1. Work on some aspects on the paradise engine engine.
2. Make the latest SkyX version(It's a little advanced than the official v0.1, I've been working on it about 1 year ago) and demos compile under Ogre 1.7.2 and also write native GLSL shaders.
3. Integrate SkyX in the Paradise Engine, adding to it the needed features to make it possible: multicamera support, etc.. (That must be the hardest point, maybe 2 weeks of work since it'll be the first plugin for the engine+editor)
4. Work on new SkyX features, such thunderstorm support, better under-horizont rendering, etc.

These four points must take me the most part of the summer, since at the same time I'll start to code a big set of materials for the (paradise) engine.
After that, I'll do the same thing with Hydrax, but since it's a lot more complex than SkyX, I've decided to start with this second one.

The idea is to have all this finished byt the end of november, so SkyX 0.2 must be released someday in setember/october and Hydrax v0.6 around december(since some features I want to work on must take me a long time...)

--------------------------------------------------------------------------------------

@Zeal
As far as I know, this it the best approach for bottom point of view volumetric cloud rendering. When I was designing the volumetric cloud system, I have been reading a lot of articles/methods, but all these methods was far from the results this approach is able to make.
Anyway, I think I'll be able to implement a cool thunderstorm/precipitation system, so... this will give to SkyX some extra points! :P

@Stinkfist
For future versions, I want to release them in some kind of code repository, but dunno if I'll choose a public one or maybe some repository system at paradise-studios server!

Xavier


GOOOOD :D


i'm waiting for good news :D
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Sniper Binaire »

Just on SkyX plugin, a very important point is for me to add an option to modify the sunset/sunrise horizon color.
Because the default yellow is quite unusual, and I've heard many peoples asking for a solution to change that color.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Hi all!

As some of you know, lately I've restarted the SkyX development, since now it's time to update it and integrate it in the Paradise Engine.
For the last couple of days, I've been writting native GLSL shaders, working on the under-horizon rendering part and working a little on the volumetric cloud system ;) (Fixing some little bugs and working on the ilumination)

Here are some new screenshots, after the ilumination improvements:
ImageImage
ImageImage
Image

Hope that next screens are going to show new cool features(Thunderstorm lighting effects? =) ) inside the Paradise Editor ;)

Xavi
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by 0xC0DEFACE »

This looks great and its great to hear that you are adding more to it :).

Regarding licensing, I read this on the paradise framework thread:
Licensing: The Paradise Framework isn't yet available for licensing. Hydrax and SkyX are out of the comercial scope and future versions are going to be released under the LGPL terms.
So according to that static linking is out of the question if I want to keep my source private. Is this current, or is there a chance that the licensing has changed?
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Sargo Darya »

Heya, just a short question. I can't seem to be able to checkout stuff from http://trac.arkeon.be/projects/so3engin ... yX/sources

Also, I'm on Mac and would like to get it to work there. Is there any actual repo already SkyX alone? Really would like to help with that.

Thanks in advance,

Sargo Darya

Edit: Well I finally got it to work, although it seems to be quite a bit fast. Going to write a blog post about it in the following few days with working GLSL shaders so I hope it will be helpful.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by nevarim »

first of all:


thanks Xavyiy!!!
your work is fantastic, new screenshots are in skyx or paradise? is there a new version for skyx?

thanks for your work


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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Mind Calamity »

Sargo Darya wrote:Heya, just a short question. I can't seem to be able to checkout stuff from http://trac.arkeon.be/projects/so3engin ... yX/sources

Also, I'm on Mac and would like to get it to work there. Is there any actual repo already SkyX alone? Really would like to help with that.

Thanks in advance,

Sargo Darya

Edit: Well I finally got it to work, although it seems to be quite a bit fast. Going to write a blog post about it in the following few days with working GLSL shaders so I hope it will be helpful.
How did you get it to work ? I'm getting:

Code: Select all

Checkout from http://trac.arkeon.be/projects/so3engine/repository/show/SkyX/sources/v0-1-2, revision HEAD, Fully recursive, Externals included
Server sent unexpected return value (405 Method Not Allowed) in response to 
OPTIONS request for 'http://trac.arkeon.be/projects/so3engine/repository/show/SkyX/sources/v0-1-2'
BitBucket username changed to iboshkov (from MindCalamity)
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Sargo Darya »

If I did everything correctly you should find the file with the updated source and shaders here:

http://www.sargodarya.de/fileadmin/media/SkyX_2.zip
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Mind Calamity »

Sargo Darya wrote:If I did everything correctly you should find the file with the updated source and shaders here:

http://www.sargodarya.de/fileadmin/media/SkyX_2.zip
Thank you, I think the first post of this thread should be updated with this link, or a new thread made. I don't know the "big" changes that were made except the GLSL shaders.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Hi all!
These last days I've been testing if my idea for thunderstorm lighting rays works, and the fact is that it works better than the expected! =)

Here is a little video of the testing app:
[youtube]kHk6MMde9vA[/youtube]

Thunderstorm support is one of the new features of the next SkyX version(sorry, no ETA for now).
I'll post some screenshots of SkyX + Thunderstorm support inside the Paradise Editor when I'll add integrate thunderstorm support in SkyX and integrate it in the paradise editor! (September?)

------------------------------------

@0xC0DEFACE
At the moment only LGPL version is available, but in a near future(when I'll have release SkyX 0.2 and work a little more on the paradise framework) I'll add a comercial license for a low price. (LGPL version is always going to be available)

@Mind Calamity
Native GLSL shaders are another feature of next oficial SkyX version(them are already done), so I think we don't need another thread :) I think people who really needs it will take the time to read the last post of this thread :wink:

Xavyiy