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Update #79: Graphics and Rendering

Graphics Rendering Lighting Programming Adam Brennecke Update 79

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#41
IndiraLightfoot

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Not to discredit any artists here - coz they do a fantastic job - but nope. They are not the same, at least not from a geological standpoint:

 

And as a matter of fact, this "obsidian" looks to have been knapped, that is, people have used tools to knap off flakes and (via pressure) blades from them.

 

pe-logo-915x585.jpg

Edited by IndiraLightfoot, 28 May 2014 - 11:04 AM.

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#42
Frenetic Pony

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Well that's really disappointing, all you need for environment shadow maps is a tiled pre-calculated shadow map. That's it, no need for lightmapping or other oldschool stuff. Just create a planar shadow map from your static sun/moon source and output to streaming tiles the same way the background works.

 

Also just turning SSAO on should still work out well with depth information and etc. Unity has a nice enough built in SSAO right off the bat.



#43
Graham

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Rendering Time

Backgrounds

 

pe-daynight-580.jpg

 

 

 

For some reason, I have the impression that the characters are floating over the ground, especially the left one. I don't know why this is the case, but maybe it's because there is no small "shadowy" area around their feet or something like that.


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#44
Azmodiuz

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So will the characters have this too ? Will they use bump maps and normal/diffuse maps and tint maps too ?
 



#45
Azmodiuz

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I think there is purple mesh under me right now.

Same!

Lets see if we can walk on it.

Hey, wild stab-in-the-dark question:

Update by Adam Brennecke, Lead Programmer and Executive Producer
 


pe-encampment-580.jpg

 

Is this one of the entrances to the mega-dungeon?

 

no spoilers, rememebr ?



#46
Azmodiuz

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Rendering Time

Backgrounds

 

pe-daynight-580.jpg

 

 

 

For some reason, I have the impression that the characters are floating over the ground, especially the left one. I don't know why this is the case, but maybe it's because there is no small "shadowy" area around their feet or something like that.

 

hey true, he needs a shadow and doesn't have one !



#47
Adam Brennecke

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Well that's really disappointing, all you need for environment shadow maps is a tiled pre-calculated shadow map. That's it, no need for lightmapping or other oldschool stuff. Just create a planar shadow map from your static sun/moon source and output to streaming tiles the same way the background works.

 

Also just turning SSAO on should still work out well with depth information and etc. Unity has a nice enough built in SSAO right off the bat.

 

We do have dynamic directional light shadow maps. Those are the shadows that are being cast by the spheres and characters. We do not have point light shadows, which can be more complex, and for us is challenging because of our psuedo-2d/3d situation. It's something that I would love to do moving forward! :)


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#48
IndiraLightfoot

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It could be the walk mesh. In NWN2, it was always tough to bake the area so that it didn't look like characters and baddies were hovering an inch above the ground. I guess it's even more complicated turning a 2D area into a 3D one and have a walkmesh of some kind?



#49
Graham

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Rendering Time

Backgrounds

 

pe-daynight-580.jpg

 

 

 

For some reason, I have the impression that the characters are floating over the ground, especially the left one. I don't know why this is the case, but maybe it's because there is no small "shadowy" area around their feet or something like that.

 

hey true, he needs a shadow and doesn't have one !

 

I not only mean the left guy, though. The right guy also seems to float, even with the shadow, but to a less extent. As I said, I'm not entirely sure why it seems like that, I just notice it.



#50
Graham

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It could be the walk mesh. In NWN2, it was always tough to bake the area so that it didn't look like characters and baddies were hovering an inch above the ground. I guess it's even more complicated turning a 2D area into a 3D one and have a walkmesh of some kind?

Maybe, I don't know. I guess, the environment artists will figure out the problem and solve it. :)



#51
Sensuki

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Yeah could be the nav mesh being slightly too high or something.
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#52
IndiraLightfoot

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Nine out of ten games I play have this problem to some extent. I suppose it's a real headache in most area-making engines and platforms. Equally often, the characters and critters feet seem to have sunk through the ground, though.


Edited by IndiraLightfoot, 28 May 2014 - 11:21 AM.

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#53
PrimeJunta

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Looks nice. Really, really nice. Interesting to get a peek under the hood as well, but the whole is coming together super-well. Point light shadows would be gravy. This really is how IE games would look if they'd kept making them!


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#54
ryukenden

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At E3, the team will be showing Pillars of Eternity at the Paradox booth behind closed doors. To avoid spoiling what we will be showing, we will be saving these moments until you get to play it. Because we want to include you in the experience, we will be taking photos at the booth, and in a future update we will be sharing more screenshots from the demo. To give you a small taste, here's a sneak peek at a scene that will be shown at E3:

 

Wait, what? Can there be a mini demo or something? I don't think it spoils anything. And are you suggesting BETA is coming?



#55
Mor

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First fires? is this a new district we are first hearing about or the name for the forth nameless district mention before?
 

By the way, with that surprising ending, does this mean that Aloth is a confirmed companion now?

dat wild Aloth, we still know nothing about him.. I suppose they keep all details for E3 exclusives :( well that how it works, if you want good press you need to give them more than a recycled info\question already asked in hundred variations before ..
 

Hey! One of the only plot tidbits we've gotten so far was that we witness a profound supernatural event. Maybe it's a meteor that crashes into the ground lol.

I kind of assumed it was the biamhac.
 

pe-encampment-580.jpg

Is this one of the entrances to the mega-dungeon?

I also would like to know what kind of encampment we see in that screenshot(real pretty). Also entrances? is the maga-dungeon suppose have more than one entrance?

Edited by Mor, 28 May 2014 - 12:20 PM.


#56
Gyges

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I dont understand anything of this but those environments are works of art.



#57
Bryy

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Just now noticed the Pillars.

 

Woah.

 

I was like woah, guys.



#58
Hormalakh

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it's very obvious that a lot of work has gone into this: good work.

 

my one concern is whether these things things hold up in all situations - it seems that you guys are trying your best to make the 2d environs look amazing but you're adding all this tech on top of it.

 

i worry about the bugs.



#59
lolaldanee

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i'm not too enthusiastic about the press getting information before us backers

but otherwise, great update



#60
Lephys

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These update visuals look simply... specu-tacu-lar! 8)





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