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[exercice] light the fire...

PostPosted: Friday, 21.September 2012, 10:44
by ikam
Hello all.

I thought we could organize for fun, small exercises or mini competition on various topics given to share our knowledge and ideas.

So I start. Here is an exercise where the goal is to light the campfire and to complete the next scene as you want.


Simply post your file here.
No deadline.

With pleasure ;)

Re: [exercice] light the fire...

PostPosted: Saturday, 22.September 2012, 09:29
by Skinnytorus
OK. I'm in. I have changed the scenery to twilight, already made the fire and now have stumbled over the grass...
I can't rotate the chunks for random effect... :(

Re: [exercice] light the fire...

PostPosted: Monday, 24.September 2012, 18:44
by Skinnytorus
hi all,
Here is my small contribution:
- changed scenery to twilight
- added the fire
- added some grass

Re: [exercice] light the fire...

PostPosted: Monday, 24.September 2012, 19:58
by ikam
nice work ;) I love your grass :p

Re: [exercice] light the fire...

PostPosted: Monday, 24.September 2012, 20:04
by ikam
I finished my contribution too.

same as you I've added a twilight, psychedlic trees and a bit of softshadow with the bloom and grabshadow as a previous example you posted on the forum (thanks).

Re: [exercice] light the fire...

PostPosted: Monday, 24.September 2012, 20:26
by Skinnytorus
1) All is well and good, but the grass eats up ~50% of FPS. I experimented with Debris - same result...
2) Your fire is the best I've seen in wz. Bravo! I would add some sparks though...
3) The trees are quite an unexpected move, but they work! Really crazy stuff! :)

Re: [exercice] light the fire...

PostPosted: Monday, 24.September 2012, 21:27
by ikam
thks.
Maybe for grass you should decrease texture size or try to render more than one strand per texture to divise number of rendered sprites...

Re: [exercice] light the fire...

PostPosted: Tuesday, 25.September 2012, 07:25
by Skinnytorus
Yes... It's reasonable in this particular case when no mesh importing is allowed. ;)
But imho the best way FPS-wise would be to import the entire grass mesh with UVs from any modelling software...

Re: [exercice] light the fire...

PostPosted: Tuesday, 25.September 2012, 11:16
by erbsen
Really nice fire and wood-texture. :)
I´ve added a northern light.

firecamp3.wz4

Re: [exercice] light the fire...

PostPosted: Tuesday, 25.September 2012, 18:36
by Skinnytorus
Animating color through moving a tiny gradient texture! A cool technique for keeping FPS high! Thanks for sharing :)

Re: [exercice] light the fire...

PostPosted: Wednesday, 26.September 2012, 07:25
by ikam
yea thanks erbsen it's nice.

hey, Skinny maybe a fromvertex (mesh version) could be usefull, no ?

Re: [exercice] light the fire...

PostPosted: Wednesday, 26.September 2012, 07:39
by Skinnytorus
ikam,
Sorry, but I don't quite see what you mean by "mesh version" (maybe I forgot some of your changes - shame on me :oops: ). Could you be more specific, please?
By the way, I saw your new commits on git and I'm eager to test them now. Can you please post a test build here for us to try them until ryg authorizes the commits?
Thank you.

Re: [exercice] light the fire...

PostPosted: Wednesday, 26.September 2012, 08:29
by ikam
2/ done : viewtopic.php?f=46&t=1132

1/ FromVertex (mesh version) replace each vertices of one mesh per an another mesh, exemple, each vertex of a torus will be a cube, but the result is a unique mesh (grouped cube). That is faster, because the entire mesh is rendered only one time, instead of yellow op which render every mesh (so multiple time) (however yellow op are faster in animation). don't know if it's clear (soory for my english lol)

maybe an exemple is better (look at the fps):

So for vegetation, formvertex (of a terrain) combined with the mesh of a grass...

Re: [exercice] light the fire...

PostPosted: Wednesday, 26.September 2012, 08:46
by Skinnytorus
Thanx for the explanation and the test files. I see what you mean. Will look into your file this evening.
I think it's great, but, when placed onto vertex, vegetation may look 'uniform'. That is why random option is important.
But there is another problem: in order to make the grass look somewhat 'realistic' you will have to really crank up mesh
resolution (in our case its the huge landscape plane) which may drop FPS significantly (I haven't seen your example yet - maybe it's not that bad ;))...

Re: [exercice] light the fire...

PostPosted: Wednesday, 26.September 2012, 09:00
by ikam
Yes a random of the output position could be usefull as a random number of input vertex.
in an entire landscape it could be very slow sure, but on some area it should be ok.
One thing could be nice is a LOD (level of detail) rendering operator : it take 2 mesh as input (low and high polygons), near from camera it render the high detailled and far it switch to the low detailled or maybe a rendertarget...
see what I can do...