W.I.P : Video of lying of sun
Community Forums/Showcase/W.I.P : Video of lying of sun
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Hi For a long time I had not posted anything and due So just small a video (10Mo), of the engine of environment of WAR (Video of lying of sun) , WAR will be a RTS on which we work with OrcEpic and Wako3D Sorry the comments are in French. to download the video click on the link below http://www.3dgametool.com/Nico/WAR/war.wmv For those which do not have the courage to download it : ![]() |
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I'd think about building a routine to blur the bottom edge of the horizon. Looks nice though. |
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this is real cool... one thing i noticed, and i had the same problem when doing a seascape, was... the horizon 'rising' as the viewpoint rised above the ground (sea)... look at the sunset... it goes below the horizon way to high above the what should be a mopre realistic looking horizon terminator... i wound up using a skydome to restict the view... --Mike |
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pthank, may be with a little blur function ... like Dev saying ... |
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You could use a second texture as an alpha channel, with a wave of sorts on the bottom edge, then scroll it horizontally. That would be a good start. |
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Eole... take a look at what i'm trying to explain above... has nothing to do with what Dev is pointing out... ![]() --Mike |
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I don't agree with Red. It's fine where it is. It depends on where the view happens to be pointing. I think it just should be blurred so that there is no definitive line at the horizon. |
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You need a line of light cast by the sun down the water, that would look great and would make the horizon look less like a boring old solid line. Looks nice so far though :) |
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I think it's reddish fog on the water that's causing that effect. Try setting the entityFX flag for the sea to not be affected by fog. Might look daft though, depending on what your doing :o) |
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well Ron... look at where the viewpoint is in the original shot... clearly above the ground... and they are on a hill, and not in a valley... i think.... --Mike |
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It looks as if the sun is resting in a pocket. I agree with Red Ocktober. |
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Yeah the sun definatly needs to be moved down looks good though |
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Sorry my english is very poor, and I don't understand that you want to explain to me you say that the sun is too high compared to the color? I just want to point out that it is for an engine for an RTS, therefore it is not the point paramount.... |
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Eole: "Lying of sun" is incorrect. "Lying" means not telling the truth. You mean "setting". IE: "This is the setting of the sun" But a better way of saying it would be: "This is a sunset." or "This is the sunset." or "This is the sun, setting." As for what is wrong with your sunset... NOTHING is wrong with it... The reaosn it looks like it does is because EOLE has the FOG set to be too close to the viewer. All he has to do is chang CAMERAFOGRANGE to be more far away. The sun is being clipped by the plane, but the fog range is set so low that the fog stops getting more foggy really close to the camera. Eole: Increase CAMERAFOGRANGE. |
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ah ok, thank a lot Sswift ... It's very difficult to increase because I must change the occlusion setting (and the fps go down). I will try to increase it when then sun is in the camera view and near the sunset ... |
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Yeah, just as i said, fog :o) |
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Eole: If you can't change the fog distance, then change the size of the water itself. Using a plane for water is a bad idea. A plane will extend under your terrain and then you will have 2x overdraw when looking at the terrain. Also if you have a skysphere now you have the skysphere drawn, then the plane, then the terrain. You should have a hemisphere or a half-cube for your sky, and the water should be made out of a mesh which doesn't have polygons that extend under your terrain very far. Then you can make your horizon as close to the camera as you want, and the fog will look right. |
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hum hum |
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I don't understand evry thing, so I ask for someone to translate exactle that you said lol |
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>and the water should be made out of a mesh which doesn't >have polygons I don't understand how is possible .... |
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eole... the sun is not ok... it is positioned tooo high... nothing to do with color or fog or anything... take the darn fog out of the equation entirely, make the camera moveable in the y axis (up and down), then move the camera up while running the scene... now move it down to the sea level... it looks right the close to sea level you get... now move it up again... as you go up the horizon seems rise as well... and it shouldn't. look at some photos of a sunset and you'll see what i mean... in the real world the horizon is falling away (downward) because of the curvature of the earth... your pic looks as if you are inside a hollowed out sphere, and the horizon is rising... but, hey... if it looks alright to you, then leave it as is... i'm just trying to help... i've been down this path before, i've been making nothing but ocean stuff for the past 2 years... the sun is positioned too high... ... well, at least to me it does. maybe my glasses need cleaning... :) --Mike |
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" >and the water should be made out of a mesh which doesn't >have polygons I don't understand how is possible .... " Doesn't have polygons THAT EXTEND UNDER THE TERRAIN. In other words: Make a mesh that is a grid, instead of a plane. Then, delete the polygons which are completely under the terrain. Don't ask me how to determine which polygons are under the terrain. :-) It may be easier to use the height data from the terrain to make a second terrain grid mesh that is flat but only contains those grid squares which have a vertex which is below water level. |
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@Red October All the problem comes from the fog, because if I do not put any more, the problem no longer exist If I put the less high sun his ressoud the problem, but the effect is not pretty, if one is on the dimension I will try some setting, and I'll post another message .. @Sswift >In other words: >Make a mesh that is a grid, instead of a plane. >Then, delete the polygons which are completely under the >terrain. >Don't ask me how to determine which polygons are under the >terrain. :-) Ah ok, it's very simple to do :-), but how m Thank for your help |
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Considering gameplay is over the land not the sea you guys are really missing the point. Why perfect the sun setting over the water, clearly it is meant for when it is setting over the land :) Eole, the routine is excellent and your fauna handling system is also excellent and very dense. I look forward to seeing more of this. |
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thank you, I go try to improve a little, but it is not a crucial point. when the game play will be here ... |