Some screen shots of a feature I’m really happy about, if not proud of, namely lightmaps with radiosity normal mapping. A test scene I made two days ago showing color bleeding, soft shadows and such stuff. No HDR.
I absolutely love all the screenshots, but particularly ones of redpanda, the creator of this thread. Anyways, you all are great, keeep posting here and I will keep watching and admiring your skill! Keep being creative with Panda
Nice. I haven’t really used lightmaps myself, ever. Doesn’t it devour the texture memory?
Anyway, we can start a poll in the 1st of January (the first time it will not be a full month). It could work like this: each month you vote for images of the previous month and upload images to be voted in the next month. If it was mentioned in the blog or something (like in the Irrlicht community), we would probably get more people interested. Right now I can see many projects in the showcase which haven’t been posted here.
Each month the poll will be edited.
@darthrigg: You might want to have a look at MDual or MBinary alpha modes for your fences and trees.
I’m not sure if you’re kidding. If you are serious: you post your image to be voted for in the next month and vote for images posted the previous month. duh.
I don’t think I still have the code for that. It’s fairly simple, though: I created a texture with some lines in the sky along which the aurora should go (but blurred). I applied it to a big plane that overlays the entire scene.
Then, I took two perlin noise textures and sampled both with the texture coordinates going in different directions, to create an animated perlin noise. I used that to distort the original texture, or maybe I multiplied it, I don’t remember.
Then I took the volumetric lighting shader, and changed it to blur upward instead of away from the focal point. Change the hue as the samples go farther away from the source, and you get a nice colour shift.
Presto, animated beautiful auroras. You could make it even better by having the auroras generated from the difference between sets of animated noise, in a similar way to how you’d generate lightning.