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Re: Motion blur shader?
[Re: JibbSmart]
#134112
06/15/07 05:49
06/15/07 05:49
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Joined: Apr 2007
Posts: 582 Germany
Poison
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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!
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Re: Motion blur shader?
[Re: Poison]
#134113
06/15/07 06:44
06/15/07 06:44
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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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
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Re: Motion blur shader?
[Re: xXxGuitar511]
#134114
06/15/07 07:02
06/15/07 07:02
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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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!
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Re: Motion blur shader?
[Re: JibbSmart]
#134115
06/15/07 07:22
06/15/07 07:22
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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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
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Re: Motion blur shader?
[Re: xXxGuitar511]
#134116
06/20/07 19:14
06/20/07 19:14
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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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...
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