@Empire Phoenix said:
Btw artur is it possible to take a look at your deferred renderer somewhere?
Not yet, but I’m trying to clean it up to make it presentable. I want to port nwn loader to it first, so I can test it against bigger range of models than just Sponza and bunch of cubes and spheres.
This screen obviously only show ssao buffer, not final effect But yes, in my current rendering setup only ambient light is affected.
When you switch it on and off dynamically, effect is quite visible, but when comparing screenshots, only courtains make look really different (in realtime, lion sculpture, foliage and wall corners are also majorly affected).
@abies said:
This screen obviously only show ssao buffer, not final effect ;) But yes, in my current rendering setup only ambient light is affected.
When you switch it on and off dynamically, effect is quite visible, but when comparing screenshots, only courtains make look really different (in realtime, lion sculpture, foliage and wall corners are also majorly affected).
Without SSAO
With SSAO
That’s so beauiful <3.
Is this a future candidate for deferred rendering into the JME3 core? …And maybe the screen space reflection feaure too which is
Thanks @iamcreasy. It’s kinda hard to get good video footage because Fraps is somehow recording everything way too dark… I gotta look into that some time. But you can see some (quite old) footage at my website.
Like Arthur,but less advanced, I also work on my deferred shading. Today I have a working Scalable Ambient Obscurance (SAO) ~2012 (I adapted G3D shader from sample).
Arthur, do you use the Sponza from jme-testdata ? your model seems to have more details (normal map ??)
@david.bernard.31 said:
Arthur, do you use the Sponza from jme-testdata ? your model seems to have more details (normal map ??)
No, jme-testdata one is simple one - there was better one release by Crytek few years later, done specifically to test things like SSAO. It had some bugs (one texture map missing and I think one transparency setting confused) and various people have republished it with random corrections. I have done some cleanup, so I finally don’t remember which one I based it on. You can download my version at
I have modified obj loader to work better with that scene - current one is merging all objects sharing same material into one big mesh, which messes up with a lot of spatial optimalizations. Additionally, transparency handling in jme3 is missing some corner cases, so plants end up being very wrong.
but even with that, I ended up doing material.additionalRenderState.blendMode = BlendMode.Off on each geometry (don’t remember why, maybe not longer needed).
You might also want to pull
for tangent generation - without that, it takes ages.
Hello monthly screenshot champs! Working on anything cool these days? Whether it’s the same thing as it was back when this thread started or something brand new, however big or small, please consider sharing it for the 2015 jMonkeyEngine showcase video: