I’ve been pushing quite hard to get this done before I head off to Qt DevDays next week, and luckily it all came together in the last few days: Some of the notable back-of-the-box (if there was a box) items: Upgrade to SpeedTree v5 - supporting all the great new features. See the SpeedTree site for more details on this release. More lighting options - Ambient Occlusion, Ambient Contrast, Specular Lighting, Transmission Lighting, Global Light Scalar, HDR.
IDV yesterday issued a press release on speedtree.com announcing OgreSpeedTree 😀We’re also in their gallery and (currently) also on their front page. I’m rather pleased! I do however feel the pressing need to come up with some better screenshots, including HDR and some more interesting terrain. As always my thanks go to Kevin Meridith from IDV for his assistance throughout this whole process.
A few people asked for an OgreSpeedTree video with more varied scenes, and I’ve now uploaded one to the OgreSpeedTree section of the Torus Knot site. Just scroll down below the screenshots if you want to view the video. I have a higher resolution & better quality version (this one is H.264 at 1Kb/s) but I’ve kept this one small for now to keep my bandwidth under control. Places like Vimeo don’t allow commercial advertising, and while before I could get away with claiming it was just in-development test output shared with enthusiasts only, this is really an advertisement video so I’m hosting it myself.
I’ve been crazily busy lately trying to get OgreSpeedTree to a fit state for a 1.0 release alongside other projects (such as Ogre of course), so I can really start promoting it. Being the kind of person I am, I find it hard to stop tinkering and perfecting and I can’t let something go out the door without being totally happy with it. The screenshots and videos so far have been good I think, but I’ve been polishing away and making it all just that bit better, and one element of that has been some additional optimisation.
Next in the line of OgreSpeed* products, here’s a shot of OgreSpeedGrass. It’s based on IDV’s SpeedGrass but I’ve rewritten a fair amount to make it work conveniently with Ogre, and also improved it somewhat - such as better wind effects and the completely dynamic lighting and shadowing you see there, which I think looks rather nice. OgreSpeedGrass will be bundled with a yearly support agreement for OgreSpeedTree, in the same way that the original SpeedGrass is licensed.
We’re on the final home straight for Ogre 1.6 (aka Shoggoth), which should hit RC1 next week. One of the final features I wanted to squeeze in was support for Parallel-split Shadow Maps (PSSM), which uses multiple shadow maps per light in a hierarchical fashion to improve the quality while keeping the size down, particularly in outdoor scenes using global directional light. If you’ve played Assassin’s Creed, you will have seen this technique in action already.
Yes, this is the extra library project I’ve been working on recently: There are more details in my OGRE Forum post, but I’m pretty sure you can guess what it does 😀I’m pretty pleased with the shots & speed so far, although I’m refining it more all the time. I’m currently in a closed beta phase with a client, so no demos yet. I’ve written this in partnership with IDV (creators of SpeedTree), who have been very helpful.