ulf.schroeter Posted October 15, 2010 Posted October 15, 2010 Hi UNIGINE, do you have a tip for convincing wet surface rendering of streets during/after rain fall. Wet surface darkening and coarse environment (e.g buildings, cars) and car/street light reflections on the road surface are the most important requirements. Variation of specular/environment reflections on the street to simulate water puddles on uneven road surface would be great. Some kind of additional texture animated rain drop effect would be perfect :) Any ideas would be helpfull
danni.coy Posted October 18, 2010 Posted October 18, 2010 Hi UNIGINE, do you have a tip for convincing wet surface rendering of streets during/after rain fall. Wet surface darkening and coarse environment (e.g buildings, cars) and car/street light reflections on the road surface are the most important requirements. Variation of specular/environment reflections on the street to simulate water puddles on uneven road surface would be great. Some kind of additional texture animated rain drop effect would be perfect :) Any ideas would be helpfull This immediately springs to mind - I don't think this implementation is real time but I don't see why the basic idea couldn't be done realtime. http://www.blendernation.com/2010/09/21/dynamic-paint-beta-released-realistic-rain-video/
Guest extaliones Posted October 18, 2010 Posted October 18, 2010 To reach this effect you can use particles and materials with reflection. For road you can use the material for plane surfaces with reflection property (mesh_reflection_2d_base). Use particles for splashes and transparent particles with refraction to simulate the distortion on the road surface. Also you can add more lights(which is not expensive, it can be spot or deffered lights) For other surfaces (buildings and etc.) сustomize specular and diffuse parameters to illuminating an objects.
frustum Posted October 18, 2010 Posted October 18, 2010 This can be achieved as post processing material. Deferred buffer is wide now and contains depth, normal and diffuse information. So we can simulate water drops, wet color transformation and fake screen space reflection. We will provide such post material soon.
ulf.schroeter Posted October 18, 2010 Author Posted October 18, 2010 This can be achieved as post processing material. Deferred buffer is wide now and contains depth, normal and diffuse information. So we can simulate water drops, wet color transformation and fake screen space reflection. We will provide such post material soon. This is even better news, great !
frustum Posted August 1, 2011 Posted August 1, 2011 post_filter_reflection is ready. But Crytek was first.
ulf.schroeter Posted August 1, 2011 Author Posted August 1, 2011 post_filter_reflection is ready. But Crytek was first. Great work Alexander ! But seems to be quite performance intensive according to FPS drop between non-reflection and reflection version
patrick.voelz Posted September 27, 2011 Posted September 27, 2011 Indeed, the frame drop for this effect is pretty huge.
steve3d Posted September 28, 2011 Posted September 28, 2011 how to use this filter? there is no document for this filter. how to specify the objects with reflections?
manguste Posted September 29, 2011 Posted September 29, 2011 Just like other postprocess materials. I will add a full description in a day or two.
manguste Posted October 6, 2011 Posted October 6, 2011 Added. Indeed, the frame drop for this effect is pretty huge. Yep, it is pretty heavy. But you can decrease the number of rectecting material, the number of samples and the step. That would alleviate the rendering load.
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