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September 17, 2021, 20:19:52

Author Topic: BLEAK - Blitz3d - Radiation and Lighting Test  (Read 545 times)

Offline Zeotrope

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BLEAK - Blitz3d - Radiation and Lighting Test
« on: March 13, 2021, 08:41:00 »
This is my latest installment. Now in BETA 1.7. Enjoy the test video

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« Last Edit: March 16, 2021, 22:07:09 by Zeotrope »

Offline 3DzForMe

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #1 on: March 13, 2021, 11:36:38 »
love the Geiger counter going up as you approach the oil drums, the reflections on the water are great too!

Offline iWasAdam

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #2 on: March 13, 2021, 11:41:19 »
yep - coming along nicely  :o

Reminds me in some ways of a prototype half-life. get some hideous beast to chase you and a goal and you've got a hit...

Offline Rick Nasher

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #3 on: March 13, 2021, 12:42:53 »
Very nice.
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Offline RemiD

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #4 on: March 14, 2021, 19:33:10 »
the water looks very nice 8)

however if you observe how the sunrise day sunset night cycle looks in real world, as long as you can see the sun, there should be more light.
also when you can see moon, there should be more light.
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Offline Madjack

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #5 on: March 14, 2021, 21:03:07 »
Blitz3d rides again!

I'm guessing you're using a 3rd party DLL for the extended fx?

Can it provide a touch of bloom to soften the harsh lighting just a smidge?

Also, anyway you can boost shadow resolution at close ranges? The pixelation is very noticeable.

Offline Zeotrope

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #6 on: March 15, 2021, 09:23:00 »
the water looks very nice 8)

however if you observe how the sunrise day sunset night cycle looks in real world, as long as you can see the sun, there should be more light.
also when you can see moon, there should be more light.

I agree with both you observations with the Sun and The Moon. Ambient Light is what you are referring to and will need to be implemented (to do list is long) soon. At the moment, direct sunlight is calculated as well as colour, for instance "golden hour" which occurs for a short time after sunrise and just prior to sunset etc. But yes, the strong sunset / sunrise skies that occur when the sun is below the horizon should indeed cast more light around.

The moon bathes my terrain in a soft white / blue light and casts shadows as it moves through the sky. This can currently be amplified and looks like it needs to stronger values :) 

Also note....the moon is currently at 180 degrees from the sun and therefore always appears "full". This is intentional at the moment but when I feel I can spend time on lunar cycles, I will.

Appreciate you comment

Offline Zeotrope

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #7 on: March 15, 2021, 09:33:24 »
Blitz3d rides again!

I'm guessing you're using a 3rd party DLL for the extended fx?

Can it provide a touch of bloom to soften the harsh lighting just a smidge?

Also, anyway you can boost shadow resolution at close ranges? The pixelation is very noticeable.

I must state that I am currently, anti-bloom and have it switched off at the moment. I really wish I could push B3d beyond my 1920 x 1080 limit (ideally 4K) and therefore would not really require anti-aliasing as I do now.

Unfortunately the shadow resolution is an issue. I it is maxed out. (Fastlibs)
At least I have shadows that work "reasonably well" but they do have their limits more than just harsh edges.

On the whole I am pretty happy how far I have pushed this aging software. There is a FPS Saving View-Distance routine / Animated Vegetation routine / Loot and Inventory routine / Day Night routine / Basic Weather routine and much more, all running on good old Vanilla Blitz3d with the exception of Fast Libs for Shadows and Water Reflections. The Custom Editor for Object Placement and Manipulation is a massive time saver and very flexible. The remaining "to do list" is ever growing but I have a pretty decent looking DX7 based engine to create with.

Offline 3DzForMe

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Re: BLEAK - Blitzd3d - Radiation and Lighting Test
« Reply #8 on: March 15, 2021, 11:07:57 »
Quote
.  flexible. The remaining "to do list" is ever growing but I have a pretty decent looking DX7 based engine to create with.       

I concur, it looks great!

 

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