Disclaimer

This is MY Viewer, i decide which feature i want to add and which to remove, i share this Viewer to show the world that user base size is not important, i do rate quality by effort, thought and love put into the project, not some rough estimated numbers. I consider feature requests only if i you can name proper valid reasons i can agree on. It is my unpaid time i'm putting into this project, i'm not here to cater to every Joe's desires.

Thursday, December 8, 2011

SL Graphics in Detail

ever wondered how many passes and shaders are needed to make awesome pictures and videos like i often did in the past or like im doing for my posts whenever i do a release? heres are 3 photo series showing you step by step how such scenes come together and what graphics are used and where they work

SL 2003 without Textures
Bumpmap added
Windlight Enabled

Vertex Shader enabled



Glow Enabled
Lights + Windlight enabled


Shadows Enabled

Deferred Enabled

Final Scene with textures and everything on

Ambient Occlusion enabled
















































Another example this time with textures from start
SL 2003

Bumpmaps

Vertex Shader

Windlight

Windlight + Lights

Glow

Deferred (light disabled)

Deferred (lights + projected lights enabled)

Ambient Occlusion

Final Scene with Depth of Field (Extreme(easy to spot))

















































And a final tiny comparison 

Windlight only

Deferred without Projected Lights and Shadows

Deferred with Shadows , without Projected Lights

Deferred with Projected Lights, Shadows, without DoF
Deferred with Projected Lights , Shadows and DoF


 and for god´s sake NORMAL snapshots *rolleyes*



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