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Project CARS z najbardziej realistycznymi efektami pogodowymi? Nowe screeny prezentują się fenomenalnie!

12 postów w tym temacie

Mateusz Stanisławski

Świetnie wyglądające wozy to jedno, ale w wyścigach równie ważne jest to, jak prezentuje się otoczenie i związane z nim efekty, także te pogodowe. Project CARS i na tym polu błyszczy.

Przeczytaj cały tekst "Project CARS z najbardziej realistycznymi efektami pogodowymi? Nowe screeny prezentują się fenomenalnie!" na gram.pl

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Dnia 27.09.2012 o 14:44, Galder_Grasfiord napisał:

Niby leje, a na samochodzie ani kropli wody, a za nim zero smug. Cienie też coś spierniczone.
Poza tym wygląda super.

Tak goście od pogody n aforum pcars mówili, żeby nie publikować na razie tych zdjęć, bo to bardzo wczesny etap projektowania deszczu. W każdym razie jest to mój ulubiony temat na tym forum. Developerze wpadają na genialne pomysły tam i fajnie tłumaczą różne rzeczy :) Np. chmury są generowane dynamicznie. Każda chmura osobno, więc niebo zawsze jest inne.

PLAN z forum:
bugs
- crowd issue when rotating cam here
- when rotating cam, issue with lighting reported here
- moon and sun flares appear in front of the skyring
- post 1238 on wmd weather thread reported that TOD doesn''t follow the fast-forward and reverse function in replay.
- post 2134 issue with spray against sky at night.
- streaks with clouds and rain http://forum.wmdportal.com/showthrea...l=1#post203818
- rain not motion blurred when overlaying car, same issue as fences etc.

clouds
- multi-GPU support needed
- add cloud shadows into the IBL
- cloud exposure bug - white clouds when set to 16
- better draw order of clouds so clouds closer to camera always draw in front.
- add depth fog to clouds
- clouds need to occlude lens flare and moon
- clouds needed in mirrors.
- solution for different cloud shadow textures per condition as hard coded one is only suitable for heavy cloud to thunder storm
- curve arc on cloud movement
- fade clouds in at life start if we can''t hide spawn completely behind skyring, needs fade duration control in tweakit
- fix cloud shadows on trees and other alphaed objects like seats and crowds.
- add all track centres to TRDs to centre clouds and sky rings
- add in rim lighting
- maybe link cloud shadow speed and direction directly to cloud speed and direction and/or physics wind direction
- volumetric lighting through clouds (god rays)
- even more optimisations.
- review if we need a cloud dome and ring for heavier cloud settings. This will be based on performance and look.
- density map for distribution - may not need this
- Add rotation variation to tweakit so that I can turn random off for directional cirrus clouds - may not need this.
- gradient darkening from top to bottom - grad in ibl may be enough
- wind speed wants to be independent of the time speedup otherwise we''ll have Benny Hill Fast Fwd style clouds - is it OK as is?

Rain
For phase 1 of the rain we added car spray and the wetness values to the conditions. Moving forward we need to:

phase 2
- Rain fall needs masking off in tunnels.
Rain fall needs to light it with headlights, or possibly add some volumetric beam for rain at night.
- Rain drop splashes on track
- Track spec and reflections increase with the track wetness value from tweakit, also needs to be masked off in tunnels.
- Drying line and reflection noise to break up patterns
- Rain fall camera lean still has too much of a hyperdrive style effect when the rain is low - probably OK now

Phase 3
- look at increasing GSI on all mats as it gets wetter, GSI needs removing from cars and balancing better for dry conditions as a start point.
- standing water, maybe develop this alongside the reflections on track as it can tie into the noise mask.
- thunder and lightning. effect, triggered light and sound.
- need motion/texture added to depth fog to give sense of moving rain in distance.
- gravel and rain particles need specific versions for rainy conditions.

Phase 4
- Windscreen effects. Rain drop build up that gets removed by wipers. Need to work out the best approach.
- rain drop effects on the paintwork
- Side and rear window effects
- camera droplets similar to windscreen tech. These need to go in and out of focus as track side cams zoom in and out http://www.youtube.com/watch?v=4snTm...layer_embedded
http://www.youtube.com/watch?v=JIYcu...ayer_embedded#! @121
- umbrellas in the crowd when it rains
- bh overlay build up in wet weather so cars and tracks become more muddy

weather
- Weather descriptions and forecasting tech.
- Snow (if we decide to do that) needs snow fall and spray effects, texture overlay or snow versions of near track textures, an overall whitening effect on far geo based on vertex normal direction (whiter if vertex normal is up etc).
- localised weather, first pass being rain clouds. (for localised weather it involves a small overhaul of the current system (separation of data that can be local and data that is not .. ) it also require a review of the scenegraphs so to plug in information to models based on location and localised weather)
- Rainbows?

night lighting
- spot lights in dynamic IBL
- moon size smaller
- area around moon to brighten and horizon brightness for city glows.
- moon intensity needs to change depending on moon size.
- add moon glow. Could be keyed to fade in with sun elevation as the moon on the earlier skies look OK and prob don''t need glow.
- Get Sun and spot shadows working at the same time. D0 we still need this, we have a switch over at 0 degrees currently?
- rework car settings and flare textures. (Darren, Gus and Casey?)
- Add spot lights, emissives and night sky rings to all tracks (DaveF to start on this)
- Add new uv channel for tiled star texture to save mem, unless there is another solution.
- realistic stretched headlight reflections in road
- Spot light coronas at night needs bb shader with direction fade
- shooting stars (wishlist)

sun flares
- keyable lens flares are needed so that we can edit the col at dawn and dusk. Once in then I need to add glare back. Maybe glare needs adding as separate element so it can be turned off and on independently of flare.
- review when flares draw, I think we should look at how our flare cuts off at the edge of the screen. BBC F1 footage shows nice low sun flares cast even though the sun is out of shot.
- optimise flare textures by desaturating, save as L8 and colouring in xml.

skydome
- apex key needs to be 50/50 choice to avoid horizon rising too much. Currently a 66 degree apex uses an 80 deg texture, meaning 14 degrees gradient rise which looks bad. It should use 65 sky as that''s closer and would just have a 1 deg rise which is fine.
- Review hdr skydome approach to improve mem.
- look at ways of compressing skyring textures without banding
- still some visible sky texture seams
- sort out pixelated suns in some textures

foliage
- Look at vertex colouring trees so that they change based on seasons. winter trees would need to switch textures.
- if above works well then we could try on grass textures and billboards
- add random tree health colour variation using vertex cols.
- we need to bias the leaf particles so that there are more in autumn.
- more daisies and flowers in summer?

other
- seasons, changes to tress etc..
- better tweakit editing (custom timeline as discussed more to allow localised weather fronts)
- track temp multiplied by latitude so hotter if closer to equator. Also need to key track temperature so colder at night and hottest at higher sun elevation.

general
- ssao added to tweakit
- seperate ibl and emap boosts
- add render modes back to f1or tweakit for easier testing (or add them to tweakit)
- Remove deps for crowd lods on time of day.
- Remove deps for helmets based on time of day.
- Review BattleHardenedWindscreenManager usage of GetLightsHintForTimeOfRace()
- The sun flares and shadows bounce. The sun and flare position seems to tween strangely in and out of the keyframes.
- Look at new approach to skyrings, possibly meshes, although these still need to have the nightlight shader.
- Add in key-able contrast and saturation (more of a wish list really as we have colour cubes, although they may not blend)
- aircraft trails (wishlist)
- morph meshes.

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Dnia 27.09.2012 o 14:53, Cr0ss2500 napisał:

jak będzie lepsza niż w PGR4 to już jest dobrze xD

Będzie dużo lepsze. Choć najprawdopodobniej nie będzie śniegu. Będą za to zmiany pór roku wiosna/lato/jesień oraz pogoa lokalna na torze (descz zachmurzenia pora dnia itd.) jak na prawdziwym torze. No i przede wszystkim dynamiczne zachmurzenie, a nie tesktura.

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