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Re: The reason i love the new stages feature
[Re: BoH_Havoc]
#172358
01/25/08 02:56
01/25/08 02:56
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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are you using A7? when lite-C can be compiled into dll's it should be a lot easier to sell code while minimizing the chances of it getting ripped open and spread all over the place. your scene looks nicer without the AO what does it look like without the noise? julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: The reason i love the new stages feature
[Re: BoH_Havoc]
#172361
02/23/08 11:23
02/23/08 11:23
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
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Re: The reason i love the new stages feature
[Re: Samb]
#172362
02/24/08 02:02
02/24/08 02:02
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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Still working on it Volumetric Particles need some more work, too. HDR,Bloom,DoF and volumetric sunlight is finished. I think i need another 2 weeks for getting everything to work the way i want and write a manual+demo. There are also 2-3 other effects i would like to try out. If they work out i will post some pics. I'll let you know when i finished it all
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Re: The reason i love the new stages feature
[Re: William]
#172365
02/24/08 14:55
02/24/08 14:55
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BoH_Havoc
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Quote:
your ambient occlusion looks more like a mold infestation.
Exactly what i think. Thats one of the reasons i didn't realease the pack yet. I'm still working on the ao shader, so it actually looks like ao.
Quote:
I also hope it takes into account different resolutions, camera arcs, and is really adjustable in the blur, and what distance the blur occurs and the such.
It does and yes you can adjust blurriness/focalplane/etc
Quote:
It'd be nice if there were also a simpler DOF/Haze effect where it just blurs the screens background as a whole
I created a simpler DoF effect and it will be included in the pack. It has strong edgebleeding however. But you could use this when the player gets hit or walks through fire or something. Or do you mean a shader with just 0 and 1 as values? So an objects either gets totally blurred or stays totally sharp? (I think crysis uses such a shader when you aim at something with your weapon. Only the weapon stays sharp an the rest gets all blurry)
Thanks for the feedback
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Re: The reason i love the new stages feature
[Re: BoH_Havoc]
#172366
02/24/08 22:12
02/24/08 22:12
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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I was thinking of something more like in the desert where the distance becomes a haze. Here is some examples: http://www.gamespot.com/gamecube/driving...ag=images;img;1Nintendo uses this in most of their games. Take a look at the distance in the screenshots, it's slightly blurred. Basically the farther away from the camera, the more blurry the world becomes. I don't think it's DOF as everything near the camera, no matter where, stays clear(no focal point ect.). And I don't think the blur depends on the objects origin compared to the camera either, as the ground becomes blurred in the distance too.
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Re: The reason i love the new stages feature
[Re: William]
#172367
02/27/08 13:02
02/27/08 13:02
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Joined: Jun 2004
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BoH_Havoc
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Oh i see. Well i think that should be easy to create. I'll give it a go. In other news i decided to make the pack available for free. I don't know if i could get the buyers much customer support if something isn't working, as i'm working on 2 other projects (both are big ones, one is commercial). So as i may not have the time to solve your problems with this pack, its for free. As it will be "open source" i hope people will help each other. I also kinda want to thank Conitec with this. If this pack works out the way i planned it, Conitec could add HDR,Bloom,DoF,volumetric particles and ambience occlusion support to the A7 feature page. Well, thanks Conitec for this nice piece of software of yours. It may have flaws, but then again i don't know a software that is perfect Enjoy and stay tuned!
Last edited by BoH_Havoc; 02/27/08 13:09.
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