Horde3D

Next-Generation Graphics Engine
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PostPosted: 09.11.2008, 13:03 
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Joined: 10.09.2006, 15:52
Posts: 1217
Just as a note, the main reason for the 75 bone limit is that more joints would exceed the number of available vertex shader registers on SM 2/3 hardware.

@DarkAngel: Yep, that compression is quite interesting but would make the geo format more difficult to generate for external apps.


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PostPosted: 11.11.2008, 05:40 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
I was just reading some notes on the Crysis engine, and they have a bone limit of ~70 bones as well.
If they need more bones then they have to split the character into two models.


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PostPosted: 21.12.2008, 22:34 
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Joined: 16.01.2008, 00:24
Posts: 73
Location: Canada/Quebec
The project is advancing a little bit slowly since some weeks because we were all rushing for the end of our courses. But Ive found time to work on the main character rendering, and I'm quite happy with the result. Ive tried a lot of technics for each parts( Leather, skin, eyes ) and Ive finally almost finished to create each shaders.

You can see the result here :

Image

At the same time, Ive worked on a better Depth of field shader(Wich I'm going to post the source ) and on Faking Sub Suface Scattering within Horde3D :
Image


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PostPosted: 22.12.2008, 12:53 
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Joined: 15.04.2008, 00:33
Posts: 15
That faked sub-surface scattering looks great. Does it always look that good?


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PostPosted: 22.12.2008, 13:03 
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Joined: 16.01.2008, 00:24
Posts: 73
Location: Canada/Quebec
It look best on some models than other, since it use de depth buffer to calculate de distance between each side. First of all, the back face of the model is rendered, then de front face is rendered, and to calculate de depth between each side, I'm getting the difference between those two buffers. If there is something between the back face and the front face, it will be non existent in for the effect.


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