17 June 2009
Assignment 3 Work - Flowgraphing Lights
Flowgraphing Interior lights with proximity triggers
The goal of the interior was to reflect a Boulee's original intention of day becoming night and night be day. Unfortunately due to the limitations of Crysis' VisAreas we were unable to darken the space and remove the ambient light that is included in the environments. However, keeping with the idea of the original concept, I decided to add some proximity sensitive lights to the display panels on the upper floor. Connected to a proximity trigger the simply turn on when someone is near and then turn off again when you leave the area. The idea of this was to add a level of interactivity with the space whilst keeping in mind that those from the lower levels would probably be distracted from the a permanent light illuminating the upper level.
Attached is the flowgraph. And a demonstration of the result by video.

http://www.youtube.com/watch?v=FEPcXG0B2IQ
Flowgraphing Street lights to reflect the ToD
Adding lighting the path leading up to the building added an extra level of detail and the overall ambiance of the scene. However, street lights aren't always on, they follow timers, so to recreate that effect I used a simple flowgraph using the ToD as a trigger to turn the light and light beam particle effect on and off a sunrise and sunset

http://www.youtube.com/watch?v=IkF8PqK
The goal of the interior was to reflect a Boulee's original intention of day becoming night and night be day. Unfortunately due to the limitations of Crysis' VisAreas we were unable to darken the space and remove the ambient light that is included in the environments. However, keeping with the idea of the original concept, I decided to add some proximity sensitive lights to the display panels on the upper floor. Connected to a proximity trigger the simply turn on when someone is near and then turn off again when you leave the area. The idea of this was to add a level of interactivity with the space whilst keeping in mind that those from the lower levels would probably be distracted from the a permanent light illuminating the upper level.
Attached is the flowgraph. And a demonstration of the result by video.
http://www.youtube.com/watch?v=FEPcXG0B2IQ
Flowgraphing Street lights to reflect the ToD
Adding lighting the path leading up to the building added an extra level of detail and the overall ambiance of the scene. However, street lights aren't always on, they follow timers, so to recreate that effect I used a simple flowgraph using the ToD as a trigger to turn the light and light beam particle effect on and off a sunrise and sunset
http://www.youtube.com/watch?v=IkF8PqK
Assignment 3 Work - New Heightmap
It was clear from the previous assignment that the Heightmap exhibited signs of possible exaggerated variance between some areas. The glaring example of this was the problems I had when trying to fine tune the river.

Which didn't quite line up with the reference images which suggest a more subtle fall to the land on both sides indicating that the height of each bank area is a similar height.


To look into this I went back to the original SRTM dataset and noticed something interesting. The terrain was clearly a lot flatter than the original height map seemed to demonstrate. With this knowledge I went back to Angel Island demonstration videos on Crymod and decided that the grey scale spread needed to be reduced. It seems that the original hightmap generated was using an elevation range of purely the cropped areas height range. This meant that it was dealing with a smaller range of heights, yet still mapping approximately 256 colours resulting in a more "detailed" but out of scale height map.
To fix this I regenerated the map but this time using the entire DEM's range which is usually up to around 290 meters. This resulted in a much flatter, but more ultimately more realistic terrain than before.
New Heightmap:

Previous HeightMap:

Result:

The resulting map didn't have to be tweaked an awful lot to add the water relatively accurately. The landscape only needed to be dropped or raised an average of 2m around the site of the water bodies for it to look similar to the reference images.
No more scary cliffs!
Which didn't quite line up with the reference images which suggest a more subtle fall to the land on both sides indicating that the height of each bank area is a similar height.


To look into this I went back to the original SRTM dataset and noticed something interesting. The terrain was clearly a lot flatter than the original height map seemed to demonstrate. With this knowledge I went back to Angel Island demonstration videos on Crymod and decided that the grey scale spread needed to be reduced. It seems that the original hightmap generated was using an elevation range of purely the cropped areas height range. This meant that it was dealing with a smaller range of heights, yet still mapping approximately 256 colours resulting in a more "detailed" but out of scale height map.
To fix this I regenerated the map but this time using the entire DEM's range which is usually up to around 290 meters. This resulted in a much flatter, but more ultimately more realistic terrain than before.
New Heightmap:
Previous HeightMap:
Result:
The resulting map didn't have to be tweaked an awful lot to add the water relatively accurately. The landscape only needed to be dropped or raised an average of 2m around the site of the water bodies for it to look similar to the reference images.
No more scary cliffs!
06 June 2009
Specialisation - Advanced Terrain (Posted to wiki)
I've posted my specialisation tutorial to the class wiki which outlines how to use existing data sources of real world locations to create terrain.
Originally I felt this would be a Beginner / Medium level tutorial, however I think due to the length and ability to adapt to custom application sets by focusing more on the concepts of each step I feel it is more a Medium/Advanced level tutorial.
I hope someone finds this useful in the future.
Big thanks to Zapwizard and 4k1r4 over at crymod for posting some pretty awesome tutorials which I used as the basis for this one.
http://www.mediafire.com/file/idujvmwm4xd/Advanced+Terrain.pdf
Originally I felt this would be a Beginner / Medium level tutorial, however I think due to the length and ability to adapt to custom application sets by focusing more on the concepts of each step I feel it is more a Medium/Advanced level tutorial.
I hope someone finds this useful in the future.
Big thanks to Zapwizard and 4k1r4 over at crymod for posting some pretty awesome tutorials which I used as the basis for this one.
http://www.mediafire.com/file/idujvmwm4xd/Advanced+Terrain.pdf
07 May 2009
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