Apr 252010

Grass

Grass

Made some progess. We now have variable density (for paths, areas under trees/weeds/etc.) and also the ability to paint on it. Also, the LOD management is finally working well – there is a LOD break right through the middle of the pic; bet you can’t spot it ?

Posted by rubicon at 11:26 AM
Apr 152010
Grass

Grass

Early days, but here’s a quick screenie of a new grass rendering system we’re incorporating into our Raz0r engine. When complete, entire fields of high definition grass/corn/etc. can be rendered at useably fast frame rates even on DX9 era hardware. More to come later as this project progresses – I just wanted to put something out there at this stage…

Posted by rubicon at 1:07 PM
Apr 052010

Deep Parallax Occlusion

Deep Parallax Occlusion

As a bank holiday time filler, I’ve just added “Deep Parallax Occlusion Mapping” to our Raz0r engine. Given it’s multi-pass, cross-platform nature, this was quite an effort and I’m pretty pleased with myself!

This AAA technique throws mud in the eye of traditional, low rent bump/normal mapping and the picture speaks for itself – the walls and floor are flat polygons lit by a spotlight.

Posted by rubicon at 11:10 AM