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Re: Heat Haze Shader (QuickSilver FX)
[Re: PoLaRiS69]
#21176
12/16/03 20:21
12/16/03 20:21
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indiGLOW
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Thanks Polaris69......quicksilver effects...rolls of the tongue nicely.... Ello, could you tell me how you got the lense effect in your effects demo, Great work BTW . I would like to see it used as a localised effect, i.e not the complete view, just in one area......please could you point me in the right direction, I can't seem to find any tutorials for this and its not obviously mentioned in the manual. The real question is: can you create more than one instanse of this effect on the screen??? If not then I am stumped as to how to create these effects...... Thanks for all your comments.
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Re: Heat Haze Shader (QuickSilver FX)
[Re: ello]
#21178
12/17/03 00:14
12/17/03 00:14
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indiGLOW
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Thanks again Ello, will do exactly that.
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Re: Heat Haze Shader (QuickSilver FX)
[Re: indiGLOW]
#21179
12/17/03 03:44
12/17/03 03:44
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indiGLOW
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Ok Ello I must say I am stumped, goig through your WDL in the ultimatecameraFX I can't see exactly how you have got the wobble view. I think I understand this much: The Sphere's mesh is morphed to create the wobble effect, but I can't see how the view is mapped....is the ucfxview this normal camera or is this the bit that creates the image to map to the sphere??? I know it was some time ago you did this, so I'll understand if you can't help, but there does not appear to be any clear resource on how to do this...so I am sorry for badgering you about it...... I will continue to try and figure it out, any help is welcome.
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Re: Heat Haze Shader (QuickSilver FX)
[Re: indiGLOW]
#21180
12/17/03 05:08
12/17/03 05:08
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indiGLOW
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I figured it out!
So the engine projects a new view onto a model, by captureing the screen and mapping it to the model, frame by frame....i see......
Thanks for all the help
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Re: Heat Haze Shader (QuickSilver FX)
[Re: Marco_Grubert]
#21182
12/17/03 19:01
12/17/03 19:01
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indiGLOW
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Now that is an idea!!!! I have managed to get the effect working on a disk tha ripples in a ring effect, combined with a view.arc that shifts about, it looks ok so far but I really need to work on it some more....I would like to get the edges of the texture fading out, but this is proving difficult.... To overlay a mesh infront of the camera, with sufficient vertexes will enable some pretty crazy cool effects I will play with this some more..... Although for a heat haze the wobble needs only bend the view above and behind the flames not anything infront of it....... I have made a pretty good start for a QuickSilver weapon which will be gr8. Thanks for all your comments, I will post some shots when I get somewhere worth while.....
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Re: Heat Haze Shader (QuickSilver FX)
[Re: indiGLOW]
#21184
12/18/03 13:48
12/18/03 13:48
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
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Quote:
Although for a heat haze the wobble needs only bend the view above and behind the flames not anything infront of it.......
You're right. A fake to fake this would be similar to a lensflare: trace to the center or extents of haze and see if is visible. Only if that's the case add wobble. Wouldn't work for say a fireplace, but should be alright for an outdoors campfire.
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Re: Heat Haze Shader (QuickSilver FX)
[Re: Marco_Grubert]
#21185
12/23/03 03:46
12/23/03 03:46
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indiGLOW
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Heres a couple of shots of my progress so far... I think that I need to look at combining the view shot thats mapped onto the model with some kind of alpha map so that I can fade the edges....any ideas on how to do this will be well received. I presume its a meterial shader thing? More shots here: Just Click
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