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Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Hummel] #295529
10/25/09 20:48
10/25/09 20:48
Joined: May 2008
Posts: 257
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djfeeler Offline
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hello,

I tested your project, it is magnificent, especially the effect of the sun on the water. I would like to know how you seem like the sun, also to change color of the sun.

Thank you in advance for your help grin

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: djfeeler] #295561
10/26/09 05:52
10/26/09 05:52
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
I render the entire sky including sun and moon using a pp-effect. Eventually the shader works mainly with some simple color-interpolations depending on how close a pixel is to the sun, the position on the hemisphere itself and of course the daytime.
I also use a multi-pass bloom for the whole screen and the well known lightshaft shader depending on a radial-blur (also multi-pass) of the sun-disk (at least I use a bigger and softer disk then the original sun-disk to blur).

I hope this answers your questions wink

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Hummel] #295731
10/27/09 07:03
10/27/09 07:03
Joined: May 2008
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djfeeler Offline
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thank you for your answer!

But have you an example with a pp_effet to see how it works? If possible with code.

Thank you in advance ^^

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: djfeeler] #295941
10/28/09 17:14
10/28/09 17:14
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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No I have no extra project but the demo is completly open-source so take a look at the PPE_skycube.fx file wich includes the whole skycuberendering.
The different passes for the bloom and lightshafts use the following effects:
PPE_glow_mask -> PPE_glow -> PPE_glow2 -> PPE_final
The suffix shows the quality-level for wich the file is used wink

If you want so use similar effects for you project take a look at shade-c.
I´m not sure if it supports multi-pass radialblur for the lightshafts yet, but my code is not really usefull for others then me...and eventually it was not a shader-template contest laugh

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Hummel] #358857
02/13/11 20:19
02/13/11 20:19
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline
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Oz
I have a question on Wavefield demo code. When I try to run main.c, seems like alot of things are missing. I am guessing all the include files are not included:

#include "defines.c"
#include "PP_Helper.c"
#include "material_events.c"
#include "materials.c"

I am trying to piece it together without those files, but would be much easier if they were included in the project.

I can't find any of those files anywhere. Is there anyway to get those files?

Thanks,
Loco


Professional A8.30
Spoils of War - East Coast Games
Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Locoweed] #358958
02/14/11 16:30
02/14/11 16:30
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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is there a need to re-compile the demo?

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Hummel] #359005
02/14/11 22:00
02/14/11 22:00
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline
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Locoweed  Offline
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Oz
Well, trying to test your code in a different level is all. I mean if that is ok?


Professional A8.30
Spoils of War - East Coast Games
Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Locoweed] #359098
02/15/11 17:10
02/15/11 17:10
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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even if you had the skills to prepare your level appropriately I dont think that the code runs correctly with A8 anyway

Re: Contest Entry: Wavefield Demo (screenshots + vid) [Re: Hummel] #359143
02/15/11 20:55
02/15/11 20:55
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline
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Locoweed  Offline
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Oz
Ok Hummel, thanks.

Loco


Professional A8.30
Spoils of War - East Coast Games
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