Pocster Posted yesterday at 13:22 Author Posted yesterday at 13:22 (edited) Been bugging me for a while. Whilst the terrain is good it's not good enough (for me). REALLY want to ray march , notoriously difficult and gpu expensive. Doing ok ish. But we have no cliffs, valleys etc - because erosion makes them. So we need to simulate erosion accelerated and 'carve' through the landscape. Decided to compromise with realtime procedural infinite world and go finite (but loops), still procedurally generated of course. Trying Opus 5 as yesterday with 4.8 all attempts at erosion and looking realistic failed. Changed from webgl to webgpu aswell - means everything previous is no compatible. So a big re-write is due at some point. But this is difficult. Everytime we attempt erosion we get some weird mess on a world (doesn't take many spins at random to find one). So I've set Claude up to render them itself, do a top down view and not talk to me until its gone through 50 seeds (pre determined for testing) and 50 random and they all look realistic. Either it will do it or I'll run out of tokens! Edited yesterday at 13:29 by Pocster
Pocster Posted 2 hours ago Author Posted 2 hours ago Been a slog. Up'd opus 5 to max (no idea if that truly benefitted tbh). Perseverance pays off with these things though. Near photo realistic landscapes now - eclipses previous effort by some margin. But nothing to show yet until we beat my personal PITA ..... WATER. Such a difficult thing to get right; always a compromise on visuals against performance. Usually looks cheap or just too "gamey". So like the terrain we are going for realism. To achieve that I decided we need to model how/why/where volumes of water form. My logic being if its physically correct then we are half way to it looking correct. Usually these things are cheats like most 'effects'. So we use what we have plenty of... ram. For shadows for example to save a few computes per pixel the entire landscape shadow map is pre computed (around 8gb) - it can be optimised later size wise. Doing just this knocked 5% of render time. I can think of similar such tricks for water.
Pocster Posted 33 minutes ago Author Posted 33 minutes ago water now is staggeringly good! Proper beer/lamb for depth, waves, lapping, water's a bugger because the same water looks different depending on your view. Look at your feet see the seabed, look across it and it can be almost dark. Managed to get that working successfully.
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