Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (TipmyPip, 1 invisible), 18,789 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 5 of 5 1 2 3 4 5
Re: Motion blur shader? [Re: JibbSmart] #134112
06/15/07 05:49
06/15/07 05:49
Joined: Apr 2007
Posts: 582
Germany
Poison Offline OP
User
Poison  Offline OP
User

Joined: Apr 2007
Posts: 582
Germany
if you have the new rendern monkey 1.62 then you can get the motionblur from it
you must export it almost to a fx file.


Everything is possible, just Do it!
Re: Motion blur shader? [Re: Poison] #134113
06/15/07 06:44
06/15/07 06:44
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
eh, not sure about this. It will, like anything else, only work for models. Being said, rotating the view quickly would not blut the object if it were still. This soley depends on the objects velocity.

As said, it might not work well for complex models, but reading through the shader, since it stretches by the surface normal, it might actually be fine with complex models...


xXxGuitar511
- Programmer
Re: Motion blur shader? [Re: xXxGuitar511] #134114
06/15/07 07:02
06/15/07 07:02
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i think it would be best for object-based motion blur though. you couldn't use that example for motion-blur of animated models because polygons are definitely going to intersect with each other a lot, particularly with complex hands, fingers, etc.

on second thought, the blurring would make the intersections a non-issue. i was thinking about it at school, and thinking that a closed fist has normals in lots of different directions, pointing towards and away from each other. very fast-moving fists would have a lot of intersecting polygons, but it shouldn't look too bad if everything is blurred and smoothed.

it would work with rotating models of the relative velocity was vertex-based, not object-based (which would be required anyway for blurring animations). each entity could remember their own camera-relative vertex positions in an array (may be easier with lite-c if you have global structs that point to an entity and contain an int[array] with relative camera positions for each frame).

i haven't learned how to pass extra info (such as an array) to a shader yet (i'm very fresh at this), but i will in a sec after i do some experiments for a school project.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Motion blur shader? [Re: JibbSmart] #134115
06/15/07 07:22
06/15/07 07:22
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
NVidia uses a very similar method as what I did, but they used 16 frames instead of 4. 3DGS materials are limited to 4 textures though, so without a DLL, no luck

They also used a different mixing method (which I will look into) that adds a sort-of "bloom" effect to it, which in turn, blurs the image for better mixing. I'll have to give this a try...


xXxGuitar511
- Programmer
Re: Motion blur shader? [Re: xXxGuitar511] #134116
06/20/07 19:14
06/20/07 19:14
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

NVidia uses a very similar method as what I did, but they used 16 frames instead of 4. 3DGS materials are limited to 4 textures though, so without a DLL, no luck




Currently you can use 8 textures in A6, assign all 4 material skins, and also the entSkins 1-4 all show up.

I agree that you should be able to assign more than 8 textures to a material, most cards support at least 16 per pass...


Sphere Engine--the premier A6 graphics plugin.
Page 5 of 5 1 2 3 4 5

Moderated by  Blink, Hummel, Superku 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1