3 registered members (Ayumi, Akow, AndrewAMD),
1,505
guests, and 9
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: William]
#190026
03/27/08 15:11
03/27/08 15:11
|
Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
|
OP
User
Joined: Jun 2004
Posts: 655
to your left
|
I'm not using any fp textures for the moment. But you can change the textures to a floating texture if you want (just change the vars according to the manual) and the shaders will use it. William's problem had to do with a watershader he's using. The whole depthmapshader got clipped away. I have to write a note in the manual about that. I also just noticed the depthmap shader isn't supporting textures with an alpha channel. Expect a fix for this soon
|
|
|
Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: BoH_Havoc]
#190027
03/27/08 20:25
03/27/08 20:25
|
Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
|
Expert
Joined: May 2005
Posts: 2,713
Lübeck
|
Very nice contribution! Your system to manage postprocessing remembers me a lot at the one sylex3 uses which is alright but a bit uncomfortable because you need to know the already taken numbers. Having used sylex3 for some time as well as having seen quite some big but unflexible contributions, I am know working on a postprocessingpack for some time trying to avoid those mistakes. Having some problems with getting the average screenbrightness for hdr I am awaiting your solution For transparancysupport for the DoF, the easiest and as I think the only real solution ist to simply use alphatesting.
|
|
|
Re: Fire in the hole!
[Re: BoH_Havoc]
#190032
03/29/08 14:33
03/29/08 14:33
|
Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
|
Expert
Joined: Apr 2005
Posts: 4,506
Germany
|
Do you use multiple uv-sets for lightmapping? I don´t have the time atm to get into this awesome contribution, but the demo looks very promising.
no science involved
|
|
|
Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: BoH_Havoc]
#190033
03/29/08 15:07
03/29/08 15:07
|
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
|
Expert
Joined: Feb 2006
Posts: 2,185
|
Quote:
Quote:
edit: i noticed that you kinda did it with the toon shader, but maybe witout bloom it would look better
Yeah, i have HDR and DoF activated on this shot. If you deactivate them there won't be any bloom But thanks for pointing it out, i will write a note after "Cartoonshader" on the site and also upload a new picture.
actually, the more i think about it, i don't like the toon shader, the sketch shader makes it look TOO outlined, and it looks low quality. I did see a toon shader from a game recently that had toon shading along with shadows that were just sketch lines, they were thin but there was alot of them, i can't remember the name of the game but it was one of the coolest toon shaders i've ever seen
- aka Manslayer101
|
|
|
Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: mpdeveloper_B]
#199796
04/01/08 11:53
04/01/08 11:53
|
Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
|
OP
User
Joined: Jun 2004
Posts: 655
to your left
|
Just out of curiosity, may I ask how you baked the lightmaps? Using Max?
I used Cinema 4D R9.6 for this. max's gui is too complex for my stupid brain Do you use multiple uv-sets for lightmapping? I would love to, but no. The lightmap is baked to the diffuse map. I did see a toon shader from a game recently that had toon shading along with shadows that were just sketch lines, they were thin but there was alot of them, i can't remember the name of the game but it was one of the coolest toon shaders i've ever seen If you ever come across this game again, please tell me it's name or show some screens. I'm always searching for some nice looking shaders
|
|
|
Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: BoH_Havoc]
#204281
04/28/08 12:57
04/28/08 12:57
|
Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
Serious User
|
Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
|
with a help of function
void s_ppe_change(num, var* skills){
if(num == 1){
if(s_bHDR == 1 && s_bDOF != 1){
s_view_hdrCombine.stage = s_view_ppe1;
}
if(s_bDOF == 1){
s_view_dof.stage = s_view_ppe1;
}
if(s_bHDR + s_bDOF == 0){
camera.stage = s_view_ppe1;
}
s_mtl_ppe1.skill1 = floatv(skills[0]);
s_mtl_ppe1.skill2 = floatv(skills[1]);
s_mtl_ppe1.skill3 = floatv(skills[2]);
}
if(num == 2){
s_view_ppe1.stage = s_view_ppe2;
s_mtl_ppe2.skill1 = floatv(skills[0]);
s_mtl_ppe2.skill2 = floatv(skills[1]);
s_mtl_ppe2.skill3 = floatv(skills[2]);
}
if(num == 3){
s_view_ppe2.stage = s_view_ppe3;
s_mtl_ppe3.skill1 = floatv(skills[0]);
s_mtl_ppe3.skill2 = floatv(skills[1]);
s_mtl_ppe3.skill3 = floatv(skills[2]);
}
if(num == 4){
s_view_ppe3.stage = s_view_ppe4;
s_mtl_ppe4.skill1 = floatv(skills[0]);
s_mtl_ppe4.skill2 = floatv(skills[1]);
s_mtl_ppe4.skill3 = floatv(skills[2]);
}
if(num == 5){
s_view_ppe4.stage = s_view_ppe5;
s_mtl_ppe5.skill1 = floatv(skills[0]);
s_mtl_ppe5.skill2 = floatv(skills[1]);
s_mtl_ppe5.skill3 = floatv(skills[2]);
}
if(num == 6){
s_view_ppe5.stage = s_view_ppe6;
s_mtl_ppe6.skill1 = floatv(skills[0]);
s_mtl_ppe6.skill2 = floatv(skills[1]);
s_mtl_ppe6.skill3 = floatv(skills[2]);
}
}
its possible to make funny zoom
// in main
s_ppe(1,"s_P_radialBlur.fx",vector(0.5,0.5,0.01));
// in cam
var blur_rate;
if (mouse_right == 1)
{
camera.arc = max(camera.arc - time_step*3, 30);
blur_rate = max(blur_rate - time_step/3, 0.05);
}
else
{
camera.arc = min(camera.arc + time_step*5, 60);
blur_rate = min(blur_rate + time_step/5, 0.01);
}
s_ppe_change(1,vector(0.5,0.5,blur_rate));
|
|
|
|