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OBSOLETE! Go for DX11 ;)
WARNING: THIS IS A HUGE RESOURCEHOG! the maximum resolution i squeezed out of it was 1280*720 @ 34 fps without mainloop limiting. and as i know i don't have a crappy hardware.
Update2: i know dx11 is coming next year so this stuff will become obsolate in a short time i guess but until then:
- added deferred shadows and lighting which saves 0 performance currently (even deferred lighting is slower) so i do something completely wrong but you have another pass you can play with
- added a LensBlur filter based DOF which is slower but sometimes nicer
- added some transparency support (alpha inside scene)
- added a dynamic vectorfield based particle system.
- smoothed light range out with a power option
- fixed delayed shadows
- fixed a bunch of other stuffs i don't remember now
- revamped examples (mre.mdmod.test.*.v4p)
- i still cannot find a reason why ATI cards doesn't like this
- on particles for the future: Vadim Smakhtin (it's a shame but i don't know his nickname here) started to implement his modular particle system inside mre.mdmod on github here: https://github.com/smakhtin/MRE.mdmod and that will be super-awesome!
Update1: based on some feedback there are some situations where the whole screen would go black after some time or start to flicker to black for one frame randomly and this may present on lower end or older graphics cards. I have no idea what could cause this apart from low performance. I've did some fix to ToneMapping which should get rid of the problem but it's not 100%.
Also i've noticed a stupid bug in Phong Static it's fixed now.
see mre.mdmod.test.v4p to see how to use it!
this is a complete revamp of MRE you don't need the original to use this however they can work besides eachother
what's new in mre.mdmod:
- 4th rendertarget used for velocity
- replaced the DOF with a slower but nicer one
- added a BlurPerfector to SSAO now it's nicer
- replaced pipet in ToneMapping with a GPU only method. now that's faster
- added motion blur
- Phong shader got some overhaul:
- multiple point lights
- different soft-shadows engine (nicer but slower than VSM)
- displacement, normal and bump mapping (via cone-mapping)
- different emission and ambient color
- specular mapping
- reflection / refraction
lights:
- currently only point lights are supported
- number of lights will be determined by the number of light position vectors
- light data texture format is:
row1: RGB: position; A: range
row2: RGB: color; A: strength
- select the main light which will cast shadows by Main Light Index
- it has optional deferred lighting (lighting in post-process)
shadows:
- Shadow Samples determines how many samples will be used for softening. 9 is a good number it's not too ugly but it's not too slow
- Shadow Softness determines how spreaded the softening samples should be (0 means hard shadows in this case you can set sample count to 1)
- Shadow Distance multiplier determines the speed of increment of the softness on the distance between the shaded point and the light source
- Noise is just noise. since i don't know how to interpolate between the softening samples ugly artifacts can be replaced with less ugly artifacts. consumes performance however
- Shadow Contrast is the area of interpolation starting after the shadow bias between bright and fully shaded. low numbers can reveal artifacts
- it has optional deferred shadows (calculating shadows in post-process instead of in the scene)
DOF:
- "autofocus" could be set by "AF Point" on screen space ranging from -1 to +1, "lerpAF" which interpolates between manually set focus distance, filterAF is the time filter for autofocus and the actual focus distance is calculated from the average of distances inside the rectangle defined by "AF Area" (in the examples focus with your mouse)
- "manual focus" is set by distance both background and foreground blurring can be set separately
Todo:
- spot and directional light support.
- alpha support for the output texture.
Show 2 older revisionsOlder Revisions
mremdmod101.zip23.10.12 [23:50 UTC] by
microdee | 1077 downloads
1.01: fixed phong shadows won't turn off automatically, tried to fix black screen problem mre.mdmod_.zip24.12.12 [04:09 UTC] by
microdee | 1056 downloads
1.1: added deferred lighting and shadows, smoothed light range
Thanks very much micro, will be integrating this with my current MRE stuff :D
ahhh yeahh :)
freakin cooool!
WOW
Thanks
looks immensely cool, but goes black after a short while still.
My system is:
win7pro 64bit
ATI FirePro M5950 GPU
@sunep: same here
same here, goes black after 3 seconds and doesnt come back again.
clevo notebook
win7 64bit
Geforce GTX 280m
disabling the motion blur& tonemapping module brings it back...
also interesting, that after turning motion blur on again. the picture is there for a few seconds before it disapears again...
Good job!
Here works
vvvv 28.1
Dell inspiron
Win7 64bit
Geforce gtx 550 ti
nice look and no problems here
win7-64
nvidia gt650m
it looks like it discriminates ati cards. i don't have any idea what can cause this. a colleague of mine suspects that i use too many 16F and 32F textures. also that ToneMapping gives me some headaches. probably i'll put back the pipet version for "safe mode". but this shouldn't be the problem. anyone can confirm similar behaviour on radeon HD 6xxx or 7xxx?
It appears for a moment in the beginning when I start the patch mre.mdmod.test and then is black..
MacBookPro 15" late 2011
AMD Radeon HD 6770M
Win7 x64
vvvv28.1
edit: When I disable the ToneMapping and the MotionBlur there is stuff
I get same results as elektromeier on HD6950; tonemap causes blackout and motionblur causes delayed blackout. other than that it is very nice
Super nice!
magic!
Brilliant.
very nice!
and thanks for the link to spheremaps :)
yeah cool ! thanks microdee
nice work. it works fine here, with ATI Radeon 5830(win7,*64).
First: I love you work. Very great stuff, serious
Secondly: I have a question about the picture. Is it a realtime fracture of the mesh? If yes how did you do it?
@tooooduc: thanks! :) yep it's realtime, it's in the demo patches too, it's the result of displaced meshes with hard edges. that's using the artifact of normals calculation where hard normals are achieved by duplicating vertices and edges. the result of this will be "fractured mesh" because hard edges are not "connected"
I get a Error Message ,when I opened the Path,
Missing microsoft.directx.dll and microsoft.directx.directinput.dll.
And I 've reinstalled the latest DirectX SDK release for June 2010,but no work.
Win 8.1 64bit pro ( DirectX 11 )
vvvv vvvv_45beta33.3_x86
Nvidia GeForce GT 540M ( 2 GB / Sony )
@carllx: that's an old version, for simplicity replace that camera with the default/native Camera (Transform SoftImage) or Camera (Transform Orbit)
Thank you,Mr microdee!