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High-detail terrain shadows

November 24th, 2008

The shadow rendering is now much more optimized, and has no limit on resolution! Here is a screenshot of the same terrain as before at a higher detail level. Since all of the lighting is pre-computed in the texture, the increase in quality has no affect on the framerate!

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Terrain Shadows

November 21st, 2008

I just got terrain self-shadowing working! I also started optimizing rendering by automatically baking all of the sky and sun lighting into a single texture, so the real-time shader can be drastically simplified. The texture in this screenshot is low-resolution just to test out the technique, I will have some high-res shots soon.

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Putting more "next" in next-gen assets

November 19th, 2008

Mudbox recently released their 2009 edition in which performance was greatly improved. This allows me to put a level of detail into the textures that was difficult or impossible before. Instead of depending on texture overlays to provide small scale details, I can directly paint grainy or cracked surfaces. It is also faster then trying to do half in a ...

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High resolution terrain texturing

November 18th, 2008

This is a terrain used to test view distance and work flows for high resolution textures. We now have a consistent way of creating 4096x4096 terrain textures. Some graphics cards will support this, and we'll be able to downsample the textures for lower end computers

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Desert Terrain

November 14th, 2008

Here is a desert environment for Overgrowth. In addition to using real world data, we are using a program called World Machine 2 (WM2) to add erosion details and other small scale features. WM2 allow for fast, high quality results and lots of unique detail with less effort. The program is also free for non-commercial use, so people should be ...

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Terrain coloring

November 9th, 2008

We are starting on actually making our landscapes look like real landscapes! So far we have completed a lot of the macro detail, like the general shape and color; but we still have a lot of work to do on the details.

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Facebook 500 = Alpha 1

November 2nd, 2008

Well, the 500th fan has joined the Overgrowth Facebook page! That is truly amazing and we are pretty much stunned. That is quite an army of Wolfire fans! It's crazy that about a week ago I was bothering my roommate to join to bump the fan number up from 5 people to 6 people. You guys are the best ...

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