L B Posted December 16, 2009 Share Posted December 16, 2009 While Googling Betke, I stumbled on this; Pay attention to the cliffs on the left, and tell me why I can't reproduce a similar effect, no matter how I try. I also noticed that AA brings a great deal of smoothness and integration, but that's supposed to be somewhere in 2010 (my annoyance about it will therefore start in about 15 days EDIT: Don't you think the oak trees have a somehow darker center than the outer parts, which make them look really good? What could cause this? Quote Link to comment Share on other sites More sharing options...
Rick Posted December 16, 2009 Share Posted December 16, 2009 I say tesselation I'm telling you guys tesselation will be big! Quote Link to comment Share on other sites More sharing options...
L B Posted December 16, 2009 Author Share Posted December 16, 2009 I call paralax, tesselation wasn't there in the time of that screenshot. Quote Link to comment Share on other sites More sharing options...
Canardia Posted December 16, 2009 Share Posted December 16, 2009 It look somehow good, but it's missing a lot of stuff too which could make it look much better. It looks flat. Crysis still has these unexplainable highlights on tree leaves, which could be roughly described as 4 different brightness levels on the tree leaves: Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted December 16, 2009 Share Posted December 16, 2009 I see no evidence of any special surface technique. It looks like a plain normal map to me. Just a really good texture. The SSDO effect I have working produces results similar to those trees, although I don't know if they are doing a dynamic effect or if they simply darkened the interior vertices. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 16, 2009 Author Share Posted December 16, 2009 SSDO? Changed name? And mind giving us a little detail on the "dot3" format? Quote Link to comment Share on other sites More sharing options...
TylerH Posted December 16, 2009 Share Posted December 16, 2009 Screen Space Depth Occlusion? ... Dynamic Occlusion? ... hmm. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
macklebee Posted December 16, 2009 Share Posted December 16, 2009 screen-space directional occlusion Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Michael Betke Posted December 16, 2009 Share Posted December 16, 2009 I also noticed that AA brings a great deal of smoothness and integration, but that's supposed to be somewhere in 2010 Its just the sceenshot function. You render a 3500px screenshot and resize to 1500. THis is the effect you get. Crysis got not such an AA like on the shots by default. For vegetation a "darkness" value can be set from 1 (default) to 0 (dark). Plus some Time of day settings here and the nice parallax mapping on terrain which makes it more looking good. Thats all I think. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 16, 2009 Share Posted December 16, 2009 Pay attention to the cliffs on the left.. A good normal map and texture. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Michael Betke Posted December 16, 2009 Share Posted December 16, 2009 Cliffs are a bit boring. Some models should be there too. I remember CE2 has terrain ambient occlusion. Really good feature: http://doc.crymod.com/SandboxManual/TerrainAmbientOcclusionIntro.html Maybe this is what you meant while talking about the "dark" trees. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
L B Posted December 16, 2009 Author Share Posted December 16, 2009 That might be it. Actually looks pretty neat. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 16, 2009 Share Posted December 16, 2009 Is the Crysis AO calculation a step that has to be processed and saved, or is it dynamic? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted December 16, 2009 Author Share Posted December 16, 2009 I doubt it has to be saved, since the documentation shows a curve of variation with different points. This has to be calculated in real-time, or else it would have choppy/no transitions between the different settings (unless you save a really high amount of this). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.