UniqueOne Posted March 25, 2016 Posted March 25, 2016 Today I added tessellation. Tessellation takes the triangles of a model and converts that triangle into multiple smaller triangles and applies a rounding effect to make models and maps more detailed. Example of what tessellation does. Here are some screenshots of it working in Warzone. Tessellation OFF Tessellation ON (exagerated a bit to make it obvious) Onysfx, Omicron, Stoiss and 4 others like this
eezstreet Posted April 11, 2016 Posted April 11, 2016 Wow, I just saw this and that's pretty cool. Is this an extension of rend2?
UniqueOne Posted April 12, 2016 Author Posted April 12, 2016 Wow, I just saw this and that's pretty cool. Is this an extension of rend2? Yep
Futuza Posted April 12, 2016 Posted April 12, 2016 I seem to remember cryengine used tesselation (I might be remembering completely wrong though) to do tiny little vibrations (animations) with each sub triangle on certain surfaces to make it move more realistically as well. eg: grass sways a bit. Would something like that work in conjunction with this?
UniqueOne Posted April 12, 2016 Author Posted April 12, 2016 I seem to remember cryengine used tesselation (I might be remembering completely wrong though) to do tiny little vibrations (animations) with each sub triangle on certain surfaces to make it move more realistically as well. eg: grass sways a bit. Would something like that work in conjunction with this? It could be used for stuff like that, but adding extra triangles to grass would be a pretty bad FPS hit (due to there being so many instances on screen).
ensiform Posted April 12, 2016 Posted April 12, 2016 Tessellation is used in rise of the tomb raider for places that make sense like the craggy climbing walls, brick surfaces deep snow with tracks where things were walking in and probably others that I'm forgetting.
Tempust85 Posted April 12, 2016 Posted April 12, 2016 I take it the seats are more detailed? Sorry, I'm having issue trying to find out the difference between the shots.
UniqueOne Posted April 12, 2016 Author Posted April 12, 2016 I take it the seats are more detailed? Sorry, I'm having issue trying to find out the difference between the shots. Look along the top of the back of the seats in the 2 pictures and flick up/down between them. Tempust85 likes this
Raz0r Posted April 12, 2016 Posted April 12, 2016 Everything in Warzone is too dark and saturated to really tell the quality apart
SomaZ Posted April 14, 2016 Posted April 14, 2016 Very nice. You allready implemented the use of height maps? Does the iterations scale with distance? Right now it looks like a turbosmooth modifier from 3dsmax for warzone. Tell us more pls.
SomaZ Posted April 14, 2016 Posted April 14, 2016 I seem to remember cryengine used tesselation (I might be remembering completely wrong though) to do tiny little vibrations (animations) with each sub triangle on certain surfaces to make it move more realistically as well. eg: grass sways a bit. Would something like that work in conjunction with this?They used it for an example for the ocean waves based on your distance to the water patch. The nearer you got, the more tesselated the water patch was. Then, the vertecies got pushed up and down by height maps. Gras didn't take advantage of it as far as i know. Futuza likes this
UniqueOne Posted April 14, 2016 Author Posted April 14, 2016 Very nice. You allready implemented the use of height maps? Does the iterations scale with distance? Right now it looks like a turbosmooth modifier from 3dsmax for warzone. Tell us more pls. This is the PN triangles method of tessellation. I plan to add heightmap based tessellation for models later, if any modelers want it. SomaZ likes this
UniqueOne Posted April 17, 2016 Author Posted April 17, 2016 They used it for an example for the ocean waves based on your distance to the water patch. The nearer you got, the more tesselated the water patch was. Then, the vertecies got pushed up and down by height maps. Gras didn't take advantage of it as far as i know. The current method uses distance for the number of splits on a triangle. SomaZ likes this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now