Althought it's silent about me and my procjets I'm happy to be able to share some of my latest contract work with you.
Currently I'm working for an upcoming Cryngine² licensee on realtime visualisation for solar technology.
There's no NDA and I'm allowed to share some stuff.
This level is a prototype I did to iron out a concept and workflow of doing such a visualisation for a public presentation. Its a complete 2 square kilometers rebuild of a place in Bavaria Germany.
This work is a bit different from game-developing since you fly around it on a high of around 5-8 metres and you have to see the whole level but with reasonably frames.
So most techniques for culling geometry into fog or just fading it out by adjusting the viewdistance doesn't apply here. It has to be a sunny athmosphere.
Last but not least the geometry has to be as photorealistic as possible which usally means performance impacts for complex shaders.
There are over 750.000 vegetation objects in the level plus nearly 6.000 solarpanel models which needed to be alligned mostly "by hand" to fit the shape of the terrain.
I got around some performance problems with intensive use of LoD models. The solarpanel for example reaches from 1600 tris to 133tris.
Secondly I used a short spriteviewdistance for my fields. Sprites cover a good volume of screenspace. So a low values was better here.
Occluders were used for the geometry, even the solarpanel got one.
The problem of tiling textures from such a high perspective was solved by importing a heavily photoshoped satellite picture which blends smooth into the detail layer.
Vegetation details like the flowers were archived by scaling them a little bit bigger as usualy. So you still notice them from 5 metres.
We had a lot of other issues to sort out and I don't want to get into detail too much but the CryEngine has awesome possibilities here and did a great job althought I really pushed it hard to the limit.
There's still some Crysis vegetation in it which is going to be changed until the license arrives. I'm working hard on my European Nature Set with specific vegetation for all the stuff so I decided to work out a working concept first and replace the crysis assets step-by-step.
But for now I call it finished for the stuff I can show here.
Thank for reading - now the pics. ![]()
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