Godrays

Post » Fri May 27, 2011 11:33 am

Phals sunshaft rays cause a fake static shadow at the player as the sun isn't hitting that part of the object so its made shadow as the parts of the godrays illuminate around it or fill in gaps. Kinda noticable here in this screen.

http://i668.photobucket.com/albums/vv47/AmpolX/shadowrays.jpg

Notice how the rock makes a puesdo shadow because the rays are only piercing around it. Looks good IMO but can look weird as if objects from much farther distances cause this effect too which can look weird to have a 5 cell long shadow from one object.

Wow, that looks good.
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Farrah Barry
 
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Post » Fri May 27, 2011 1:38 am

All shaders seem to be is vectors and matrices, so it's just really a load of complicated maths. If Scanti's plugin can show us how to get those three position vectors, I'm pretty sure that it's doable (though it would take me a while to get through all the maths).

Shaders could transfer over from Morrowind fairly easily couldn't they? All that you would need is something to find the three position vectors and something to insert the code into the game.
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Brian Newman
 
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Post » Fri May 27, 2011 1:21 pm

Shaders could transfer over from Morrowind fairly easily couldn't they? All that you would need is something to find the three position vectors and something to insert the code into the game.

Im not sure but i think its more complicated than just that. Timeslip talked about on his homepage how he converted mge from using morrowinds dx8 to dx9 and with OBGE taking dx9 to dx10. Im guessing that will also apply to shaders...but im no shader language guru so we will have to have one of the big shots stop by here and take a look see.
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Lynette Wilson
 
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Post » Fri May 27, 2011 4:44 am

Im not sure but i think its more complicated than just that. Timeslip talked about on his homepage how he converted mge from using morrowinds dx8 to dx9 and with OBGE taking dx9 to dx10. Im guessing that will also apply to shaders...but im no shader language guru so we will have to have one of the big shots stop by here and take a look see.

DX10 Oblivion? Interesting.
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Emma
 
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Post » Thu May 26, 2011 10:42 pm

Quoted from Timeslips page on the Oblivion Graphics extender section:

Also, Morrowind used dx8, which is close enough to dx9 that it was easy for mge to patch from one to the other and make use of the extra features dx9 offered. Oblivion already uses dx9, and converting to dx10 is much harder due to the greater differences between them.


Note sure what that means but I assumed it applied to shaders for oblivion as well
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Cat Haines
 
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Post » Fri May 27, 2011 5:56 am

Those MGE shots are quite impressive. Are those static shadows I see in Morrowind too? It's almost enough to want to get back into Morrowind full swing :)

Oh and static shadows are available in morrowind. It was a locked part of the morrowind code patch but its highly unstable. You can even do the creature option with meshes to get high detail shadows also.
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Rex Help
 
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Post » Thu May 26, 2011 11:11 pm

Im not sure but i think its more complicated than just that. Timeslip talked about on his homepage how he converted mge from using morrowinds dx8 to dx9 and with OBGE taking dx9 to dx10. Im guessing that will also apply to shaders...but im no shader language guru so we will have to have one of the big shots stop by here and take a look see.


OBGE works with dx9, not dx10, afaik. And after downloading MGE and taking a look at the shaders it contains, I don't see why we couldn't just port them across with little or no changes, since both MGE and Oblivion/OBGE work in dx9. Of course, the shaders working would require the same backend and knowledge of Oblivion's vectors and camera stuff that we don't know about as MGE had access to. But that's for someone who can code in C (or whatever) to work out, and is the bit that OVEP got stuck on AFAIK.

And MGE does have some pretty cool looking shaders. I'd like to see them applied in game, for sure. :)
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Charlotte Buckley
 
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Post » Fri May 27, 2011 3:45 am

Cool conversation, would be nice to get those in Oblivion... I didn't know MGE was capable of that either.

Not a huge problem for me though, as modded Oblivion is still one of the best looking games I know of. Adding in a ton of math equations for godrays will only make it run more crappy than it already does on my computer :P
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Leanne Molloy
 
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Post » Fri May 27, 2011 10:25 am

FYI almost all the dx10 features in Crysis, godrays included, actually work just fine with dx9. (I love modded STALKER but skipped Clear Sky... so my only godray experience is with Crysis)

The Morrowind pics look fantastic!
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Charlie Ramsden
 
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Post » Fri May 27, 2011 8:39 am

FYI almost all the dx10 features in Crysis, godrays included, actually work just fine with dx9. (I love modded STALKER but skipped Clear Sky... so my only godray experience is with Crysis)

The Morrowind pics look fantastic!

If you and what wrinklyninja said was right, then someone should try to port some shaders over. I for one would love to see a godrays, SSAO, and DoF shader for oblivion.
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Lynne Hinton
 
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Post » Fri May 27, 2011 12:58 pm

I'm sure I've asked this before, but what's SSAO?
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Mrs. Patton
 
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Post » Fri May 27, 2011 1:56 pm

I'm sure I've asked this before, but what's SSAO?

http://en.wikipedia.org/wiki/Screen_Space_Ambient_Occlusion
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Stefanny Cardona
 
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Post » Fri May 27, 2011 9:44 am

I'm sure I've asked this before, but what's SSAO?

An easy way to see the difference is with a few before/after screenshots of the an SSAO shader written for Morrowind's MGE:

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot152.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot151.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot144.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot143.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot163.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot162.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot160.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot159.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot142.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot141.jpg
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Gill Mackin
 
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Post » Thu May 26, 2011 11:52 pm

Does a lot for shadows in MGE. Cuts the framerate in half though, haha
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T. tacks Rims
 
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Post » Fri May 27, 2011 1:34 pm

God, oblivion would benefit so much from SSAO, god rays, proper DOF, and static shadows..
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Lily
 
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Post » Fri May 27, 2011 4:33 am

God, oblivion would benefit so much from SSAO, god rays, proper DOF, and static shadows..

More specifically, it would for those who have the proper hardware. I barely scratch 20 fps outdoors in Morrowind with HDR, SSAO, DOF, Bloom and Distant Land on. Granted, Morrowind isn't as optimized as Oblivion, but I imagine the end result wouldn't be very favorable for my only-slightly-higher-than-midrange system.
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rebecca moody
 
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Post » Fri May 27, 2011 1:20 am

More specifically, it would for those who have the proper hardware. I barely scratch 20 fps outdoors in Morrowind with HDR, SSAO, DOF, Bloom and Distant Land on. Granted, Morrowind isn't as optimized as Oblivion, but I imagine the end result wouldn't be very favorable for my only-slightly-higher-than-midrange system.

I imagine you would get roughly the same results. As you say, OB is more optimized with it's code which is where MW falls down.
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Austin Suggs
 
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Post » Fri May 27, 2011 11:22 am

At the same time, I am sure the average gamer has a much improved hardware now then when oblivion was released back in 2006. So it is not entirely inappropriate.
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Tom
 
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Post » Fri May 27, 2011 1:31 am

Oblivion will run pretty smoothly with those shaders. First, we should think about adding real HDR and better bloom before godrays and such.
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Miguel
 
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Post » Fri May 27, 2011 3:12 am

Hi, I am the author of http://www.gamesas.com/bgsforums/index.php?showtopic=1033023&hl= for MGE/Morrowind. I've just checked the shaders for OBSE, they are identical. This means most of the shaders for Morrowind can be converted to Oblivion easily. The problem is richness of variables and features we can pass to shaders with MGE, yesterday we gain access to two new variables which led to this.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/caustics/Morrowind-MGE02.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/caustics/Morrowind-MGE11.jpg

All HDR shaders can be converted to Oblivion easily.
Godrays need sun position to work, note when I first started the Godrays wip, those variables were not accessible too. :) With enough brainstorming godrays might be added. I am not experienced with inner works of OBSE, I saw it uses scripts to enable shaders. I wish it was possible to add them as easy as MGE.

I will try something for you... Wish me luck. :P

Edit:
http://www.youtube.com/watch?v=yNNh2wY2SRM
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(G-yen)
 
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Post » Thu May 26, 2011 10:15 pm

I will try something for you... Wish me luck. :P

I wish you luck. If you can give us Godrays in Oblivion, you will be an even more popular person :)
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yessenia hermosillo
 
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Post » Thu May 26, 2011 11:55 pm

I will try something for you... Wish me luck. :P


VERY nice.

Are you sure you mean obSe and not obGe though?
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M!KkI
 
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Post » Fri May 27, 2011 2:19 am

Good luck sir
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sam westover
 
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Post » Fri May 27, 2011 12:31 pm

I wish you luck. If you can give us Godrays in Oblivion, you will be an even more popular person :)

I am not doing it for fame. :P http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1042699&view=findpost&p=15170151 drew my attention.

VERY nice.

Are you sure you mean obSe and not obGe though?

See, I have no idea.

PS. Can somebody point me to the right tool and documentations for it as well as some existed shader mods? Thank you.
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Lily
 
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Post » Fri May 27, 2011 5:09 am

http://timeslip.chorrol.com/obge.html
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Unstoppable Judge
 
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