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 3 hours ago Author Posted 3 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 1 hour ago Author Posted 1 hour 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.
Gone West Posted 27 minutes ago Posted 27 minutes ago 57 minutes ago, Pocster said: water now is staggeringly good! The second picture is good except for the regularity of the wavelets. There is something odd about the first picture, but I can't really put my finger on it. Maybe the dark area in the distance shouldn't go right up to the beach, perhaps there should be a thin strip of blue by the sand.
Gone West Posted 27 minutes ago Posted 27 minutes ago Oh dear, perhaps I shouldn't have gone there. 2
Pocster Posted 24 minutes ago Author Posted 24 minutes ago 1 minute ago, Gone West said: The second picture is good except for the regularity of the wavelets. There is something odd about the first picture, but I can't really put my finger on it. Maybe the dark area in the distance shouldn't go right up to the beach, perhaps there should be a thin strip of blue by the sand. Yeah the waves do have a mathematical view. Easy to see when static, less so when moving. Procedural generation will do that!.
Pocster Posted 19 minutes ago Author Posted 19 minutes ago 3 minutes ago, Gone West said: Oh dear, perhaps I shouldn't have gone there. I'll do a video at some point. Water from a certain angle with certain lighting looks 100% convincing. Static's can't show that. Regarding your 2nd comment - not sure exactly what you mean and again depends on camera angle. What's the dogs here is zero lod, zero geo morphing, zero z shadow fighting. So terrain no matter how far you can see looks the bollocks. Focus on 1 peak in the distance - move towards it; perfect!. Also remember Work In Progress!__dbg.marcher.u.waveEarlyExit.value = 0
Gone West Posted 17 minutes ago Posted 17 minutes ago 1 minute ago, Pocster said: What's the dogs here is zero lod, zero geo morphing, zero z shadow fighting. If only I knew what you were talking about. The last picture looks great by the way. 1
Pocster Posted 9 minutes ago Author Posted 9 minutes ago 2 minutes ago, Gone West said: If only I knew what you were talking about. The last picture looks great by the way. All the things as an ex games programmer I notice and hate. But with finite compute and finite ram compromises must be made. Give me and my new best friend Claude (I've not even sworn at it yet! , honestly not once! , whilst CHAT , well (expletive deleted) me ... I couldn't stop swearing ). The point you made is valid "looks wrong, but not sure why" - I do that a lot. I have to explain what IS wrong - usually in a technical term. So you find things visually 'wrong' thats fine. I just grabbed some random screenshots tbh .
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now