dsman Posted March 21, 2018 Share Posted March 21, 2018 This is general guidance question. How to build detailed landscapes like the image below? Trees can be modeled within lower poly count. But how about grass and micro plants? I can see bloom, fog and lens flare are essential to create such a scene. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 21, 2018 Share Posted March 21, 2018 To make dense grass like on your image, can be use fureMaterial and add a grass texture. You can also use sprites to create taller grass variants. http://doc.babylonjs.com/extensions/fur For flowers, you can do it with low poly 3d models or sprites. http://doc.babylonjs.com/babylon101/sprites For the reflection, you have lens-flare. http://doc.babylonjs.com/how_to/how_to_use_lens_flares Fog can be easily added with Babylon. http://doc.babylonjs.com/babylon101/environment Babylon can allow you to do this kind of scene with a little bit of optimization. But for the grass I recommend using FureMaterial which will give a realistic effect Do not need to merge objects that have the same materials to optimize. http://doc.babylonjs.com/how_to/how_to_merge_meshes Using instances, clone can also help optimize your scene Quote Link to comment Share on other sites More sharing options...
waverider Posted March 21, 2018 Share Posted March 21, 2018 Fur material tends to have some performance issue when using it as a grassland..I've used it before it gives me about 8 fps to 10fps Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 21, 2018 Share Posted March 21, 2018 Another technique for grass is to use textures meshes, like in this example. waverider 1 Quote Link to comment Share on other sites More sharing options...
waverider Posted March 21, 2018 Share Posted March 21, 2018 Here's a procedural tree generation algorithm https://github.com/supereggbert/proctree.js/ I'll make a PG if I have spare time Quote Link to comment Share on other sites More sharing options...
Guest Posted March 21, 2018 Share Posted March 21, 2018 For lens effects I recommend: - The default rendering pipeline https://www.babylonjs-playground.com/frame.html#Y3C0HQ#103 or - the lens rendering pipeline: http://www.babylonjs.com/demos/dof/ Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 21, 2018 Share Posted March 21, 2018 Yeah, I had never play with lens effect, here a try with the cornell box scene, very nice implementation! Quote Link to comment Share on other sites More sharing options...
dsman Posted March 21, 2018 Author Share Posted March 21, 2018 Thank you all for the inputs. I just saw Threejs bloom post process (which they say is inspired by UE) https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html In that example, the bloom is applied to the material, not to the frame. That one is more realistic. Most quality Unreal Engine visualizations use it heavily I think. As far I as I can tell, Babylon doesn't have it. Right? BitOfGold 1 Quote Link to comment Share on other sites More sharing options...
dsman Posted March 21, 2018 Author Share Posted March 21, 2018 Also, I think the above image also has those sun rays (I guess called "God Rays" in 3D graphics terminology). We do that in Babylon using volumetric light scattering? Quote Link to comment Share on other sites More sharing options...
BitOfGold Posted March 21, 2018 Share Posted March 21, 2018 @dsman That Three js bloom is really cool... Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 21, 2018 Share Posted March 21, 2018 I just tried to copy the Three.js scene in the playground, here you have: https://www.babylonjs-playground.com/#11N7QC#4 I think I'm not far away from the desired result. Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted March 21, 2018 Share Posted March 21, 2018 And as for the volumatric lights, here another try: https://www.babylonjs-playground.com/#J5E230#31 ... but it seems to render in a weird way (volumetric light seems to be placed where are supposed to be the shadows!), so did I make a mistake in my use? [edit] After re-trying to tweak volume light, I can't sucess to get the result I want. I take the liberty to ping you @Deltakosh, maybe I spot a bug? [/edit] julien-moreau 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 22, 2018 Share Posted March 22, 2018 Pinging @Luaacro for VLS Regarding bloom, we will soon have a far better one. Stay tuned to this PR: https://github.com/BabylonJS/Babylon.js/pull/3956 dsman and V!nc3r 1 1 Quote Link to comment Share on other sites More sharing options...
waverider Posted March 22, 2018 Share Posted March 22, 2018 @dsmani this pine tree looks almost realistic https://www.babylonjs-playground.com/#LG3GS#179 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 19, 2018 Share Posted April 19, 2018 @Luaacro, may I ping you about my message above? http://www.html5gamedevs.com/topic/36530-general-guidance-how-to-build-realistic-landscape/?do=findComment&comment=209397 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted April 25, 2018 Share Posted April 25, 2018 Hey @V!nc3r have you tried to use http://doc.babylonjs.com/how_to/using_the_volumetric_lightscattering_post-process instead of Standard Rendering Pipeline for VLS effect ? Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 26, 2018 Share Posted April 26, 2018 Here my try: https://www.babylonjs-playground.com/#J5E230#58 About the doc, I made a PR with an updated PG But I'm wondering if the Base demo linked at the bottom of the doc page is the correct one? Because it's not talking at all about VLS jerome 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted April 29, 2018 Share Posted April 29, 2018 That looks cool ! Quote Link to comment Share on other sites More sharing options...
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