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Here is my first full model
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sat Mar 27, 2010 2:07 pm    Post subject: flat pictures Reply with quote

Of course flat pictures has nothing to do in real 3D-environments. But while my output are 2D-pictures (looking in 4 directions from every waypoint) it's a cheap method for illustrating windows - and better than texturing the window-glass with pictures.
In many MMO's is the discussion, if a little "wait to load" for interieur-scenes is suitable or not. Everquest2 tried to have permanent accessible indoors, creating big lags. So up till now i can live comfortable with complete change between in- and outdoor, if the results are good as in LotRO, for example.
If i would create a "walkable" 3D-world, there were no things like big pictures in front of windows, hihi.
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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Sun Mar 28, 2010 2:36 pm    Post subject: Reply with quote

Getting back on topic.. I have today published another world, that will appear on our Kiosk menus shortly. While testing it out, I grabbed a couple of screenshots for you Smile

What may not be apparent is, the water caustics are a moving material on a mesh. Both the material and the mesh have property modifiers applied, so you not only get movement, but the shading changes to simulate the suns rays being altered by the overhead clouds, and.. the mesh is being deformed to give axis scaling.
The water material not only suports the alpha channel, but also the reflective mask, so when you are close up, you can see the reflections of the moving clouds from the overhead windows.

Now I have acheived that effect, I will be able to do more to enhance that feature even more. I'm now driven to revisit the worlds I've created with water in them and apply this technique. Later I will be experimenting with multiple meshes etc and trying to create waves Smile




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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Thu Apr 01, 2010 11:46 pm    Post subject: Reply with quote

I created a short (1 minute) commercial which incorporates quite a few of the worlds created with DeleD.
On the page there is a link to a widescreen version, if you have the connection for it. I will be adding a voiceover, when our professional voiceover lady comes back from her holidays Smile

http://www.yourinside.com/commercial-one.html

EDITED 6th May 2010:
Our voiceover version has now been completed, and minor updates to the commercial completed.
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Last edited by AWM Mars on Thu May 06, 2010 10:04 pm; edited 1 time in total
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AWM Mars
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PostPosted: Sun Apr 11, 2010 8:29 pm    Post subject: Reply with quote

I've just completed the first phase of another project called 'English Pub' for our content list for users.

Here are a few screen shots I took while checking things out.






Doesn't it just make you thirsty? Wink
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Apr 11, 2010 9:27 pm    Post subject: Reply with quote

That looks really good.

Quote:
What may not be apparent is, the water caustics are a moving material on a mesh

Have you thought of using an IFL? (image file list) to simulate water? Apply a shader to grab the sky and apply it as an overlay to give you that great reflective effect. (can get it to grab the ceiling in the room too)
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AWM Mars
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Location: Wilts England

PostPosted: Mon Apr 12, 2010 1:48 am    Post subject: Reply with quote

trucker2000 wrote:
That looks really good.

Quote:
What may not be apparent is, the water caustics are a moving material on a mesh

Have you thought of using an IFL? (image file list) to simulate water? Apply a shader to grab the sky and apply it as an overlay to give you that great reflective effect. (can get it to grab the ceiling in the room too)

The only real drawback is, shaders are supported by our platform, but poorly implimented regarding including your own. The default water material, which I alter and play with, allows me to do certain things, and by default it will reflect views from above. In the pictures of the swiming pool, you cant quite make out, but the clouds and the window are being shown. I've turned them off for the production environment, so you have simple water reflections due to increase on rendering times. I'm on a limited budget regarding what I can spend rendering times on.

I think I've got a handle on caustics, and limited success on fresnels, but I would like more, but not at any cost, our business is about getting business users into a pretty but functional, secure environment. The goal is to do so with over 1,000 concurrent users. At the moment, none can do so above 200 with any stability or being crippled by latency (lag). We have managed in tests with over 970, with only an average of 57% CPU usage of the collaboration server, I'm told that was sending over 8 billion messages an hour for over a 2 week period, without a restart, and once all were logged out, no loss of any memory..... sounds good to me lol.
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Mon Apr 12, 2010 3:05 am    Post subject: Reply with quote

It sounds really good. Atmosphere's collaboration server had lag problems. You've done well. Another "cheat" for surface reflections is to apply a semi transperant image overlay. (using a flipped image from above) What you have works. That's what matters. Smile
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John
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Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Tue Apr 13, 2010 12:24 am    Post subject: Reply with quote

Good job. You think maybe you could make an animated bump/normal map to show ripples? Very Happy
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AWM Mars
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Location: Wilts England

PostPosted: Tue Apr 13, 2010 12:53 pm    Post subject: Reply with quote

John wrote:
Good job. You think maybe you could make an animated bump/normal map to show ripples? Very Happy

Smile I'm a complete novice, I could maybe make a pair of nipples, thats it. I'm not even sure how to input animated graphics into the platform we use, its a engine that runs Ogre graphics and nVidia Physxs to my knowledge. It says it can handle shaders etc, but doesnt say how. Any light you can shed would be welcome.

What I have done (don't know if you have actually been inside the world yet) is apply a animated texture over a water mesh I created, (it uses sine wave stretching) that has a pair of behaviour modifiers applied, one stretches the Y axis (height) over a time period, the other causes ambient light changes to the texture via the material. The mesh itself has Normals enabled.

We are working on several platforms that will use the new graphics engine based upon BIFS, which will be released hopefully this year, we will probably use Ogre graphics in that as well, it seems to fit the requirements.
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John
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Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Tue Apr 13, 2010 1:43 pm    Post subject: Reply with quote

No, you would probably have to modify the engine to get that effect. Which isn't something I could do either. I'm a CIS major and I haven't really had time to play with opengl graphics yet. I didn't mean to annoy you.
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Tue Apr 13, 2010 4:17 pm    Post subject: Reply with quote

Not to derail...but what's BIFS?

I googled it and it brought me to a "breast implant follow up study" website...

Pretty sure they haven't made a graphics engine out of breast implants yet Smile
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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Tue Apr 13, 2010 6:15 pm    Post subject: Reply with quote

BIFs.... Binary Interchange Format..

I could not find a direct wiki entry to it, maybe because its being reinterpreted towards the MPEG solutions. Sorry I cannot elaborate much on this, mainly because of the NDA we have, and because I don't fully understand the full depth of what it all means.

I did find this link, which looks similar to the work being done, albeit its not VR related as such.
http://en.wikipedia.org/wiki/Enhanced_TV_Binary_Interchange_Format
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AWM Mars
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PostPosted: Thu Apr 15, 2010 8:59 pm    Post subject: Reply with quote

John wrote:
No, you would probably have to modify the engine to get that effect. Which isn't something I could do either. I'm a CIS major and I haven't really had time to play with opengl graphics yet. I didn't mean to annoy you.

No you have not annoyed me Smile I am always looking to learn from those that read programmes and write scripts, normals, shaders, materials were all unknown to me only 6 months ago. Even now, I know only a scratching of what they can do. I saw you mention Normals, I know that there is a 'Set Normals' True or False setting for any model in the platform we use. Exactly what it does I have only the clue that when set to true, the platform lighting can effect the shading on the models surfaces. Which is perhaps counter productive, as we never allow any mesh to cast shadows beyond the avatar itself, we use lightmaps created in DeleD for shadowing models. If we set the models to cast shadows, apart from lots of artifacts, the platform becomes unstable for the users.
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AWM Mars
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PostPosted: Fri Apr 23, 2010 5:19 pm    Post subject: Reply with quote

Just finished the English Pub build, thought I would share a couple more pictures, they are quite large, so I'll give links after the thumbnails. They are worth seeing at full scale, as the detail is very high.


http://www.working.yourinside.com/worlds/EnglishPub/EnglishPubLarge2.jpg


http://www.working.yourinside.com/worlds/EnglishPub/EnglishPubLarge.jpg

Both these shots are taken in our hosting platform, but the builds are created in DeleD along with lightmapping. The fire is a platform particle.
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Fri Apr 23, 2010 5:25 pm    Post subject: Reply with quote

Just awesome. You're really talented. Very Happy
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