[QUOTE=alien_guy;46828534]whats up with the horizontal lines in the noise.[/QUOTE]
I was wondering the exact same thing, and as it turned out I was giving every so many pixels the same source for their random number generator. I've figured this out several minutes ago and have been rendering a new image in the mean time :v:
Here's a 200 samples image:
[thumb]http://i.imgur.com/OrwVhpt.jpg[/thumb]
As you can see, it's fixed now :)
It immediately looks a lot better too, which is nice.
[QUOTE=CapsAdmin;46827748][...]
it's like it creates a white parallel world that can exist anywhere on the screen as some sort of fluid boundary.[/QUOTE]
It likely is very close to a simulation of surface tension, assuming those stable bubbles in the non-inverted view are an expression of a circular sampling kernel you use.
I think we should all just take a moment to appreciate the fact that we've found something programming-related that we all unilaterally agree on: fuccboiGDX is a terrible name.
With all the arguments about tabs, languages, speed vs. usability, etc. it's quite easy to think that we are nothing alike as a group, but what adn[zZ]* has managed to do, is unite us completely on at least one issue. So I guess that's something.
Happy New Year everyone.
[QUOTE=xThaWolfx;46828567]I was wondering the exact same thing, and as it turned out I was giving every so many pixels the same source for their random number generator. I've figured this out several minutes ago and have been rendering a new image in the mean time :v:
Here's a 200 samples image:
[thumb]http://i.imgur.com/OrwVhpt.jpg[/thumb]
As you can see, it's fixed now :)
It immediately looks a lot better too, which is nice.[/QUOTE]
don't save it as a jpg.
[QUOTE=adnzzzzZ;46826824]If someone from [COUNTRY] tells you that the pronunciation of their name is not like it is in English, it's rude to still pronounce it like it is in English instead of how the person's name sounds like, no? Why is this situation any different? Why are you all being so rude?[/QUOTE]
I will take their side, it does sound like fuckboy...
People are not ranting here just to annoy you, they just wish you good - If you want your engine to succeed, you better not name it after fucking boys. Believe me, I wouldn't use something named fuckboy.
[QUOTE=alien_guy;46828783]don't save it as a jpg.[/QUOTE]
Yeah, that's imgur converting it.
Here's a 1000 samples png.
[thumb]http://i.cubeupload.com/RClJq2.png[/thumb]
Render time of 32 minutes and 40 seconds.
[QUOTE=xThaWolfx;46828899]Yeah, that's imgur converting it.
Here's a 1000 samples png.
[thumb]http://i.cubeupload.com/RClJq2.png[/thumb]
Render time of 32 minutes and 40 seconds.[/QUOTE]
Hehe it is shaping up quite nicely :).
[QUOTE=adnzzzzZ;46827302]Because it isn't pronounced like FUCK BOY. I already explained this.[/QUOTE]
in california we pronounce it "fuckboy"
i think his naming is part of the love2d culture of naming libraries after vulgar shit:
LUBE - The one and only networking library
HUMP - Gamedev-Powertools: Gamestates, timed function calls, vectors, object orientation, cameras and signals
Lovetoys - A neat Entity Component System for Lua and some nice manager for collisions and events
Quickie - Simple(r), but powerful GUI
AnAL - Animations for 0.6.0+
Pölygamy - Game State, Keyboard and Timer helpers
Swingers - A gesture library for LÖVE
personally I love AnAL
[QUOTE=xThaWolfx;46828899]Yeah, that's imgur converting it.
Here's a 1000 samples png.
[thumb]http://i.cubeupload.com/RClJq2.png[/thumb]
Render time of 32 minutes and 40 seconds.[/QUOTE]
I am really enjoying seeing the progress you're making with this. It gets progressively better with each post, so well done!
Meanwhile, I just discovered property grids:
[IMG]http://i.imgur.com/um5pgij.png[/IMG]
Suddenly, I only need to have one single component to manage the render settings in the interface; I'm probably more happier than I should be. This is going to make things so much easier - and as a bonus, it also means I can finally provide a friendlier way to edit the things in a scene:
[IMG]http://i.imgur.com/Nga9z1d.png[/IMG]
Rendering-wise, I managed to implement triangles yesterday - and naturally, that meant that I could probably get triangle models working. A few hours later, I managed to render something with a 3D model. It's quite slow and inefficient (and as you can see, the lighting isn't perfect), but I am really impressed that it even worked in the first place. The ambient occlusion and self-shadowing works as expected, so what's left to do is just optimise the algorithm (probably splitting it up into trees or something), and then getting textures working next:
[IMG]http://i.imgur.com/kHqsjkh.jpg[/IMG]
As a bonus, here's a relatively high quality night scene I rendered before (saved as a JPG because the original file is like 6 MB):
[thumb]http://i.imgur.com/RCVvz8t.jpg[/thumb]
[IMG]http://i.imgur.com/JU9SJ9k.png[/IMG]
Updated my dictionaries and added some punctuation, I'm happy with the result. Now I just gotta get this onto my website, somehow, and have it add a new tweet every couple of hours...
Don't you just love it when something works the first try?
[thumb]http://i.cubeupload.com/RPbiCu.png[/thumb]
[QUOTE=xThaWolfx;46829445]Don't you just love it when something works the first try?
[thumb]http://i.cubeupload.com/RPbiCu.png[/thumb][/QUOTE]
I'd have thought you would have implimented mirrored surfaces before diffuse ones since its easier.
[QUOTE=alien_guy;46829480]I'd have thought you would have implimented mirrored surfaces before diffuse ones since its easier.[/QUOTE]
Nope :v:
And believe it or not, but my mirrored surface has just gotten more complicated than my diffuse one because I've added glossyness to it.
[thumb]http://i.cubeupload.com/pzPc31.png[/thumb]
Also, does anyone have any suggestions for a good way to speed this thing up? It's currently not using triangles so something like a bounding volume wouldn't work. I've never used an octree before, is that something I could use? Bear in mind that this is done on the GPU so there's no recursion.
[QUOTE=xThaWolfx;46829516]Nope :v:
And believe it or not, but my mirrored surface has just gotten more complicated than my diffuse one because I've added glossyness to it.
[thumb]http://i.cubeupload.com/pzPc31.png[/thumb]
Also, does anyone have any suggestions for a good way to speed this thing up? It's currently not using triangles so something like a bounding volume wouldn't work. I've never used an octree before, is that something I could use? Bear in mind that this is done on the GPU so there's no recursion.[/QUOTE]
Don't you use CUDA? CUDA does support recursion I think..
you can write recursive functions iterative :D
[QUOTE=Pappschachtel;46829564]you can write recursive functions iterative :D[/QUOTE]
His path splits into more paths, so that might be pain. But it is doable.
What about making your raytracer realtime first?
[QUOTE=Fourier;46829535]Don't you use CUDA? CUDA does support recursion I think..[/QUOTE]
Whenever I do I get an exception :(
What exception?
[QUOTE=Fourier;46829583]What exception?[/QUOTE]
I don't remember, but it always happened whenever I introduced recursion and went away when I removed it.
It was also fairly unclear to me what it actually said. Might be because I'm using a library to use CUDA.
[QUOTE=xThaWolfx;46829614]I don't remember, but it always happened whenever I introduced recursion and went away when I removed it.
It was also fairly unclear to me what it actually said. Might be because I'm using a library to use CUDA.[/QUOTE]
Hmm, can't help you with recursion then, but you can simulate it with iteration (but it gets a bit ugly) with some sort of collection and worker.
How are you calculating intersections with planes? Cramer's rule?
And sphere?
[QUOTE=xThaWolfx;46829614]I don't remember, but it always happened whenever I introduced recursion and went away when I removed it.
It was also fairly unclear to me what it actually said. Might be because I'm using a library to use CUDA.[/QUOTE]
I've had this issue before. The exception would only happen to me when I ran in Debug for some reason. Wasn't able to solve it.
Decided to go back and look at the raytracer I worked on a month or so ago. Don't think I ever posted the current state of it.
[img]http://i.imgur.com/52o2nfo.png[/img]
Multithreaded CPU raytracer written in C#. I also ended up writing a simple scene definition file format because why not. This scene was generated from [url]http://hastebin.com/taferesoje[/url].
Aside from the initial raytracing, almost everything is implemented as a shader, and most shaders have a subshader property which uses another shader for the base color (and that shader might have another subshader, and so on and so forth). I still need to implement a transparent/refractive shader at some point.
[QUOTE=Hentie;46829248]in california we pronounce it "fuckboy"
i think his naming is part of the love2d culture of naming libraries after vulgar shit:
LUBE - The one and only networking library
HUMP - Gamedev-Powertools: Gamestates, timed function calls, vectors, object orientation, cameras and signals
Lovetoys - A neat Entity Component System for Lua and some nice manager for collisions and events
Quickie - Simple(r), but powerful GUI
AnAL - Animations for 0.6.0+
Pölygamy - Game State, Keyboard and Timer helpers
Swingers - A gesture library for LÖVE
personally I love AnAL[/QUOTE]
Now I'm trying to think of a funny name involving tweening and teens.
And the twitter bot is complete:
[IMG]http://i.imgur.com/KbkfErW.png[/IMG]
If all goes well it should update every hour.
Now, I think I can stand to improve my dictionary and suggestion engine a bit...
I finally got around to getting building data stored and generating properly
[img]http://i.imgur.com/VxPhsOO.png[/img]
Now that I have a chunk system and all that set up I can actually get to interesting stuff
Happy new year, Facepunch!
Having to spend the evening with fireworks and family allowed me to render a 1080p image with 3500 samples :v:
[thumb]http://i.cubeupload.com/fzGTHF.png[/thumb]
Render time of 2 hours and 55 minutes, and the mirror is slightly glossy.
[QUOTE=xThaWolfx;46827984]I have just spent about 3 hours finding a bug.
My images came out extremely dark, which was very odd.
I have a color class which either takes 3 floats, ranging from 0 to 1, or 3 bytes, ranging from 0 to 255.
Guess what this line should have been..
[code]Light.Material.Radiance = new Classes.Util.Color( 1, 1, 1 );[/code]
[editline]derp[/editline]
Huzzah!
[thumb]http://i.imgur.com/7RdGmQF.jpg[/thumb]
There's something odd going on still, though.
The far left edge of the image contains a part of the image which should've been at the right side of the image.. ( The blue part is left of the red part )[/QUOTE]
Late reply, but wouldn't explicit fix this case?
[QUOTE=xThaWolfx;46829516]Nope :v:
And believe it or not, but my mirrored surface has just gotten more complicated than my diffuse one because I've added glossyness to it.
[thumb]http://i.cubeupload.com/pzPc31.png[/thumb]
Also, does anyone have any suggestions for a good way to speed this thing up? It's currently not using triangles so something like a bounding volume wouldn't work. I've never used an octree before, is that something I could use? Bear in mind that this is done on the GPU so there's no recursion.[/QUOTE]
If it's running slow, try compiling and running it under Release mode (if you're not already doing that) and comparing results - independently of Visual Studio - and see if that helps. In my case, the default scene takes around 5 seconds to render in Debug, but only a second in Release due to the optimisations and such.
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