God rays, dynamic depth of field, night vision scopes & binoc, thermal/infrared scopes, rainbows, dynamic wet surfaces with reflections, and many other effects. SECOND PATCH RELEASED.

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various sun beams
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loner85
loner85 Jun 7 2013, 5:33pm says:

Wow. Simply amazing. That ground...
And the sun, too.

+5 votes     reply to comment
Meltac
Meltac Jun 7 2013, 5:47pm replied:

thanks. the ground is a sample of the dynamic wet surfaces. the sun combines god rays and radial light beams.

+6 votes     reply to comment
Predator_828
Predator_828 Jun 7 2013, 6:10pm says:

HOLY F#CKING ****! Meltac this is incredible! Beyond incredible. Keep up the stunning work!

+7 votes     reply to comment
jketiynu
jketiynu Jun 7 2013, 10:07pm says: Online

Damn nice.

+1 vote     reply to comment
laresgod
laresgod Jun 8 2013, 12:47am says:

I am amazed at the wet ground.

+1 vote     reply to comment
xxVODKAxx
xxVODKAxx Jun 8 2013, 4:41am says:

Wow just wow

+1 vote     reply to comment
grazegrabber
grazegrabber Jun 8 2013, 10:22am says:

Who would have dared to even dream SOC could look this good. Well done.

+2 votes     reply to comment
Meltac
Meltac Jun 8 2013, 3:49pm says:

Thank you guys, glad you like it. Was some really tough work you know!

+3 votes     reply to comment
Predator_828
Predator_828 Jun 8 2013, 5:52pm replied:

I will pay you 100 million dollars to port these to Clear Sky/CoP!!!! Stallioncornell.com

0 votes     reply to comment
jketiynu
jketiynu Jun 9 2013, 10:47am replied: Online

Save yourself some $: For DX9 in CoP you can already port his shaders quite easily (I've ported various SoC shaders without issue). In Clear Sky you could probably port them to DX10 too since I don't think CS uses pre-compiled binaries (you just need to change around the syntax a little).

You should give him $100 Million anyways just for being cool as hell though :)

+1 vote     reply to comment
Meltac
Meltac Jun 10 2013, 3:34am replied:

jketiynu is right. For DX9, most of my shaders could be ported pretty straight-forward, for DX10 and DX11 with some changes of the syntax and the hardware calls. Even better, DS 2.0 probably will already come in DX11 syntax, so you just gotta change the hardware calls :-)

I won't do the porting myself due to lack of time, but everybody's free to port whatever he likes as long as credits are maintained.

However, for $100 Million in cash I might change my mind ;-)

+2 votes     reply to comment
jketiynu
jketiynu Jun 11 2013, 9:01pm replied: Online

Just curious, why will DS2.0 be coming with some DX11 syntax when SoC doesn't support DX11? Is there something you're not telling us....? ;)

Also, even though CoP uses precompiled shaders for DX10&11, some of them are easy to edit (and others are impossible). Their wet-surfaces shader for 10&11 is one I think I'd like to port when you release this: I think I'd like to add your reflection/refraction of the wet surface to that shader to make it look so much better :)

+1 vote     reply to comment
Meltac
Meltac Jun 18 2013, 4:12pm replied:

Not entirely sure yet, but it might happen that DS 2.0 will require some modded binaries that make use of DX11 instead of DX9. All shader files themselves already compile against DX11 (as I have altered their syntax respectively), so porting to CoP should be just a matter of changing the hardware calls to DX11.

So feel free to port whatever comes to your mind :-)

+1 vote     reply to comment
neeeksta
neeeksta Jun 11 2013, 2:52am says:

Oh god this looks like Stalker heaven - words aren't enough. So instead a maths equation 'Well done to the power of infinity'

+2 votes     reply to comment
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Demonstration
Date
Jun 7th, 2013
By
Meltac
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