|
|
|
 |
Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
Likes: 6 |
| |
|
Post Topic: CryEngine2 Global Illumination (Lights, SSGI, Vertex Paint) Posted 10.09.2009, 13:28 |
Update September 24th, 2009, 5:48AM New download available: http://crymod.com/attachment.php?attachmentid=62143[VIDEOEXT=1024,576]http://www.youtube.com/watch/v/DQGtLhtWCRw&fs=1&ap=%2526fmt%3D22[/VIDEOEXT] ------------------- Update September 21th, 2009, 4:18PM The shader is up for download on page 4. Here are the links: http://crymod.com/attachment.php?attachmentid=61936Video: [VIDEOEXT=1024,576]http://www.youtube.com/watch/v/5Vhl_EUb3os&fs=1&ap=%2526fmt%3D22[/VIDEOEXT] Note that it still has some bugs, mostly being the bleeding moving in the same direction (towards the upper left), but otherwise it works great. It's a little performance demanding though. Nothing I can do about that ATM, not until I find a way to sample a downscaled version of the screen. Anyway, have fun and post back with your screenshots  ---------------------------------------------------- The following is all in-engine using a derivative of my color-bleeding tutorial. It's all done in real-time at 1920x900 (status bar, menu bar take up some space) at an average of 26FPS on an 8800GT and AMD Athlon 4200+ 2.2GHz Each image is 1920x1080 - you have been warned, 56kers! I also have the original 3840x2160 images of the comparison images (individual images are 1920x900). You can find them near the bottom of this page. Future goal is to create a shader using the SSGI technique (I have the shader written, I just can't get it to work yet.)
Last edited by Cry-Styves on 24.09.2009, 19:22, edited 16 times in total.
|
|
|
|
|
|
|
|
 |
S_L_A_V_A  |
Trained Modder | Member since: 02.11.2007, 20:40 | Posts: 206 | Location: Northern pole |
Likes: 0 |
| |
|
Post Topic: Posted 10.09.2009, 13:32 |
|
|
|
|
|
|
|
 |
Lavizh  |
Media Support | Member since: 04.12.2007, 03:23 | Posts: 6836 | Location: Norway |
Likes: 28 |
| |
|
Post Topic: Posted 10.09.2009, 14:12 |
Ooh that looks really nice. Sweet.
|
|
|
|
|
|
|
 |
Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
Likes: 6 |
| |
|
Post Topic: Posted 10.09.2009, 14:18 |
This just in! I've nearly got my shader working!! I'm not entirely sure if it works, as the effect is very, very weak, but I think I got it. Sooner or later I'll end up with something like this: [YOUTUBE]o7n4hc82k3g[/YOUTUBE] Edit: No good. It's still not working
Last edited by Cry-Styves on 10.09.2009, 14:42, edited 2 times in total.
|
|
|
|
|
|
|
 |
Lex4art  |
Skilled Modder | Member since: 15.04.2008, 13:25 | Posts: 624 | Location: Russian federation, Moskow |
Likes: 0 |
| |
|
Post Topic: Posted 10.09.2009, 14:43 |
I see some color bleedeng! -_~ My respect!
i5 2500K @4.7Ghz; 16Gb DDR3 @1866Mhz; GTX480 @ 800/4000Mhz; ASUS p8Z77-M PRO; dual monitors.
|
|
|
|
|
|
|
 |
Starwaster  |
Uber Modder | Member since: 02.03.2008, 10:15 | Posts: 1340 |
Likes: 0 |
| |
|
Post Topic: Posted 11.09.2009, 10:12 |
Is it a totally new shader or an altered version of one of the existing shaders? What do you think the problem is? Let me know, maybe I can suggest something as I've done a bit of shader work with Crysis already.
|
|
|
|
|
|
|
 |
Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
Likes: 6 |
| |
|
Post Topic: Posted 11.09.2009, 10:58 |
The shader I was hoping to use is a custom shader. So far it hasn't worked at all, and replacing the grain code doesn't seem to work, since it renders over the screen and doesn't blend (I tried replacing it with the current SSAO code. It worked, but all I got was a white screen with nothing but the SSAO being rendered).
What needs to be done, anyway, is add another portion of code to the current SSAO code (duplicating could work), and simply make it wider in area, and have it colored instead of simply black/grey. I haven't been able to pull it off.
Last edited by Cry-Styves on 11.09.2009, 11:18, edited 4 times in total.
|
|
|
|
|
|
|
 |
[P.W.N]UltraNOOB  |
Experienced Modder | Member since: 22.05.2009, 12:03 | Posts: 557 | Location: Germany |
Likes: 0 |
| |
|
Post Topic: Posted 11.09.2009, 11:06 |
 Crysis Tokyo City Modification. Play in the biggest city of the world.
|
|
|
|
|
|
|
 |
Mocib  |
Trained Modder | Member since: 08.03.2006, 18:37 | Posts: 330 |
Likes: 0 |
| |
|
Post Topic: Posted 11.09.2009, 12:11 |
This is excellent stuff, and so beautiful.
|
|
|
|
|
|
|
 |
Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
Likes: 6 |
| |
|
Post Topic: Posted 11.09.2009, 13:12 |
So I was fooling around with cvars, and I came up with a really funky idea. It actually provided half-decent results, but because of the GSM stuff, it clips and bugs out after a few feet away  Here's what I got:  What I did was place a light high into the sky somewhere (as far as I could without ruining it's shadow casting, and then super jittered the shadows. Since jittering doesn't affect point lights, it didn't change my light source, and only the sun's. Then I change my tex format for shadows from 4 to 0, so that r_ShadowBlur would work, and then slightly blured it so that the jittering was less obvious. Note that the right screenshot also has the shadow blurring applied. But anyway, I was inspired by the " Imperfect Shadow Maps" technique used for GI in real-time, which is why I came up with this silly idea. I think I'll just stick to point-lights though (until I can get my shader working.)
Last edited by Cry-Styves on 11.09.2009, 13:12, edited 1 time in total.
|
|
|
|
|
|
|
 |
modsuki  |
24/7 Modder | Member since: 02.02.2007, 07:25 | Posts: 4439 | Status: Online |
Likes: 13 |
| |
|
Post Topic: Posted 11.09.2009, 16:14 |
Those screenshots are just many light placement...?
|
|
|
|
|
|
|
 |
Cuban_Legend  |
Beginner | Member since: 22.11.2007, 06:34 | Posts: 81 | Location: Legendarily HOT Florida. |
Likes: 0 |
| |
|
Post Topic: Posted 11.09.2009, 20:27 |
could you post a link to download the RAW Super High resolution Originals?
I could see doing some "Classic" Crysis and Warhead screenshots with these awesome new techniques, would work to be some astoundign comparison, along with being amazing wallpapers.
|
|
|
|
|
|
|
 |
eaglevision  |
Hardcore Modder | Member since: 25.12.2008, 08:07 | Posts: 849 |
Likes: 0 |
| |
|
Post Topic: Posted 11.09.2009, 23:07 |
8o
And that's all I have to say about that.
|
|
|
|
|
|
|
 |
i59  |
Uber Modder | Member since: 19.03.2009, 12:21 | Posts: 1916 | Location: Sweden |
Likes: 9 |
| |
|
Post Topic: Posted 11.09.2009, 23:29 |
That's amazing!
Keep up the (great) work!
|
|
|
|
|
|
|
 |
Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
Likes: 6 |
| |
|
Post Topic: Posted 12.09.2009, 00:34 |
Here are the full-resolution comparisons. If you want the individual images, just let me know which ones and I'll post them. I'm also making a small video per request. I've also added shadows, so the lighting is even better looking.... but it does run like crud, but then again, considering the high-resolution it's being run at and the very lager shadow resolution (e_shadows_max_texture_size 2048), it's understandable.
Last edited by Cry-Styves on 12.09.2009, 00:38, edited 3 times in total.
|
|
|
|
|