Screenshot of the Month June 2015 [Winner Announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March
stefany
Posts: 58
Joined: Wed Dec 07, 2011 10:50 am

Screenshot of the Month June 2015 [Winner Announced!]

Post by stefany »

WINNER- WRMB, Two races in war, just one planet - By joelCañas - with 47% of votes
Image
Monsters have nightmares of people
http://irrlicht.sourceforge.net/forum/v ... =6&t=50763
Image

WRMB, Two races in war, just one planet
Image

Purgatory
Just my side project wrapped up in one, HDR rendering with Radiosity Normal Mapping for static lighting. Enviorment made by me in 3ds max, realistic textures free to use, and fp arms freeware from an old halo ce Modder.
Image

My procedural tree
or junggle scene node :lol: equiped with cool growing animation. well not just procedural tree, actually the sky and grass also procedural, i can do things like junggle->growTreeAt(x,y,z) or growGrassAt(x,y,z)
Image

My Little I-Dislike-Unity Scene
A little something that I threw together to show my Unity obsessed pal, technologically unimpressive, but it shows use of some of the cool community made scene nodes available for Irrlicht. Uses the Grass Patch, Lens Flair (both from IrrExt) and the (Elvman's) Realistic Water Scene Node. Uses 16x AntiAliasing and a nice skybox from the Irrlicht media/ directory.
Image

SRB work-in progress
Rendering by ARSA Framework. Our techniques e.g. Physically-based rendering, Bokeh-DOF, Color grading, Light propagation volume, HBAO and FXAA.
Every objects in scene control by Bullet Physics rigidbody and ragdoll.
Image
Please submit here for the best screenshot for June 2015! You can submit until the 22th of June. Voting should start soon after that date.

Rules
- Only irrlicht renders allowed,
- Give images a good title and make clear what the title is,
- Make sure the image is available until the end of the competition,
- One image per project allowed,
- Add some information about the project/scene,

Notes
- Please show a good quality image with a decent image size.
- If you previously added this to the project announcement section, please write the link.

Rewards
- A special user rank: Competition winner
Last edited by stefany on Fri Jul 03, 2015 11:13 am, edited 3 times in total.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by hendu »

Monsters have nightmares of people
http://irrlicht.sourceforge.net/forum/v ... =6&t=50763

Image
joelCañas
Competition winner
Posts: 7
Joined: Tue May 19, 2015 1:27 pm
Location: Mérida - Venezuela

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by joelCañas »

WRMB, Two races in war, just one planet
Image
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

Purgatory
Image
Just my side project wrapped up in one, HDR rendering with Radiosity Normal Mapping for static lighting.
Enviorment made by me in 3ds max, realistic textures free to use, and fp arms freeware from an old halo ce Modder.



EDIT
Updated Image I did not have Anisotropic filtering or Bilinear filtering on, this should help the bright areas in the image.
Last edited by The_Glitch on Fri Jun 12, 2015 3:15 pm, edited 2 times in total.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by hendu »

Your blur has some nasty striped artifacts.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

I think it's because this isn't a Gaussian Blur shader. I could never get them to work in Irrlicht :/ they have better looking results.
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by sudi »

And the blur is kind of messing with the right hand. But it is an interessting effect...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

What do you mean? Do you mean the bleeding effect around the blur areas?
archmagus
Posts: 25
Joined: Sat May 30, 2015 4:18 am
Location: Australia

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by archmagus »

@joelCañas
The menus on the left and right are in Spanish right?
Google Translate says Population, Deaths, Births (from top to bottom)
The little spherical planet is a cool concept, but I imagine your game AI will be somewhat more complicated, I wish you luck!
stefany
Posts: 58
Joined: Wed Dec 07, 2011 10:50 am

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by stefany »

@The_Glitch
Great image, please post a name for that project/screenshot.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

There updated my original post :P.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

@Devsh

Informative nice.
I'm using directx so I would have to convert glsl to hlsl which isn't much of a problem for me.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by The_Glitch »

This was the particular Gaussian Blur Shader I was trying to use.


Code: Select all

sampler2D Src;
 
float4 gaussFilter[7] = 
{ 
  -3.0, 0.0, 0.0,  1.0/64.0,
  -2.0, 0.0, 0.0,  6.0/64.0,
  -1.0, 0.0, 0.0, 15.0/64.0,
   0.0, 0.0, 0.0, 20.0/64.0,
   1.0, 0.0, 0.0, 15.0/64.0,
   2.0, 0.0, 0.0,  6.0/64.0,
   3.0, 0.0, 0.0,  1.0/64.0 
 };
 
float texScaler = 1.0/128.0;
float texOffset = 0.0;
 
struct PS_INPUT 
{
   float2 TexCoord : TEXCOORD0;
};
 
struct PS_OUTPUT 
{
   float4 Color : COLOR;
};
 
PS_OUTPUT ps_main( PS_INPUT In )
{
   PS_OUTPUT Out;
   
   float4 color = 0.0;
   
   int i;
   for (i=0;i<7;i++)
   {
      color += tex2D(Src,float2(In.TexCoord.x + gaussFilter[i].x * texScaler + texOffset,
                                In.TexCoord.y + gaussFilter[i].y * texScaler + texOffset)) * 
                    gaussFilter[i].w;
   } // End for
   
   Out.Color = color * 4.0;
      
   return Out;
}
 

CALLBACK

Code: Select all

class Blur_ShaderH : public video::IShaderConstantSetCallBack
{
public:
    Blur_ShaderH() : FirstUpdate(true)
    {
    }
 
    virtual void OnSetConstants(video::IMaterialRendererServices* services,
        s32 userData)
    {
        video::IVideoDriver* driver = services->getVideoDriver();
 
        if (FirstUpdate)
        {
            
            WorldViewProjID = services->getVertexShaderConstantID("matViewProjection");
 
        }
 
    
 
        
 
        core::matrix4 worldViewProj;
        worldViewProj = driver->getTransform(video::ETS_PROJECTION);
        worldViewProj *= driver->getTransform(video::ETS_VIEW);
        worldViewProj *= driver->getTransform(video::ETS_WORLD);
 
        core::matrix4 matWorldViewProj = worldViewProj;
 
        services->setVertexShaderConstant(WorldViewProjID, worldViewProj.pointer(), 16);
     }
 
private:
 
    s32 WorldViewProjID;
    
    bool FirstUpdate;
};
kornwaretm
Competition winner
Posts: 189
Joined: Tue Oct 16, 2007 3:53 am
Location: Indonesia
Contact:

Re: Screenshot of the Month June 2015 [Summit Now!]

Post by kornwaretm »

my procedural tree
or junggle scene node :lol: equiped with cool growing animation. well not just procedural tree, actually the sky and grass also procedural, i can do things like junggle->growTreeAt(x,y,z) or growGrassAt(x,y,z)
Image
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