Bathhouse for techdemo


#24

Fresnel is the right word. I’m using it for the reflections so that they are more pronounced the lower the angle you look at the water. The volumetrics is done the way you said (I think) with a box at every light, textured with a gradient. Or do you mean that he can do it in-engine?

I will most definitely post the final result here when it’s done. All that is left at the moment is to add a nice texture to the floor and a better ceiling texture. Bonus features would be normalmaps for everything, plants hanging from the ceiling, better paintings for the walls and maybe a statue in the middle of it all :slight_smile:

I think most people either don’t know how to get their stuff into a game engine, are too lazy to do it or think that a render looks better so why bother with realtime. Who knows :slight_smile:


#25

Wohoo 5 stars :smiley:

As promised, here’s a preview of the scene in engine. No proper lighting and a lot of bloom (my friend likes bloom heh) but it gives you an idea of what it will look like. Got to love the fact that he named the engine “pie” :smiley:


#26

Pwetty! :smiley:

Nice work, Peter!

Hello, IRC peeps! :wip:

Cheers, :slight_smile:

~Botgirl


#27

awesome peter :smiley:


#28

Nice job! I too like blooming:) Also like the water effect.
Finchy:)


#29

The credit for everything but the model goes to my coder friend, he’s the one who brought it into the engine, created the water shader (and the Pie 3d engine, coded in Phyton :))

Glad you all like it, hopefully we will have a nicer version up soon!


#30

I can finally see it in super real time (well, almost!). Wheeee!

Now make it fall apart with realtime dynamics. :smiley:


#31

That looks incredible in the engine… speachless man… really :thumbsup:


#32

I hope your engine can do caustics :p…


#33

Hey, thats looks ace!

Caustics can be faked in a shader with two reflection textures and scrolling uv’s in different direction, I’m not a programmer, so I can’t tell how it should be done, but we did it this way at work, and it looks quite good.


#34

Wee update

A bit less bloom and now with the light bake :slight_smile:


#35

Nice work, Urg! Love the refraction.
Can you beg your programmer to add a fresnel effect to the reflection? It would rock! And perhaps some bluish fog for the water.
Also, what’s up with programmers and ugly fonts? It must be in their genes :smiley:


#36

World Domination - Y’all hear!

Nice stuff Urgaffel (and spectre), you rock my world! :slight_smile:


#37

Did someone mention fresnel? :smiley:

He will implement fog under water and some other nifty things eventually and I will try to add more pleasing things soon (petals on the water for example)


#38

awesome !!! :smiley:


#39

looks good! real good! makes me want to have a swim in there:) so inviting.

Finchy:)


#40

wooow, that is cool, to make it look real cool add some vegetation in there perhaps ivy trailling through the roof supports (or a climbing plant with petals the same as in water), and a couple of pot plats, oh and some nice morrocan tilling, and a fountain in that thing in the middle, and some fish, and, and and and

hyperventilate


#41

just thinking about caustics, could you fake it by animating between two lighting bakes?


#42

Or depending on the engine you could use some sort of projector to fake it as well.


#43

Since it’s my friends engine, I’m sure he can come up with something :wink: Plants are something I want to put in there, but it will take some time as I don’t have a tablet at the moment and no time to model at home :sad: Work takes up a lot of time what with GDC around the corner.

Fishies are requested, we have an old space monster fish model we did for one of our first game prototypes, an old space shooter where we blew those fishies up. I was hoping he could plonk down a couple of those in the pool :smiley: Petals are coming too, ivy/plants with same type of petals is a good idea. Got any ideas regarding the moroccan tiling? Also, I will re-bake the lighting properly in the future so we can have high res textures on the walls and such and proper lightmaps (once he has implemented them), it will look a lot better :slight_smile:

edit

As a teaser, I can mention that he was mumbling something about light volumes and using the window texture to project volumes to get a nicer light volume effect :wink: