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Motion blur #63241
02/04/06 20:01
02/04/06 20:01
Joined: Feb 2003
Posts: 195
slacker Offline OP
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slacker  Offline OP
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Joined: Feb 2003
Posts: 195

Re: Motion blur [Re: slacker] #63242
02/05/06 08:50
02/05/06 08:50
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I'm not quite sure if this is on topic or not, but is there a motion blur shader previously released that works with 3DGS? If so, where to find it? Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Motion blur [Re: William] #63243
02/05/06 20:48
02/05/06 20:48
Joined: Aug 2002
Posts: 1,096
germany/Schleßwig-Holstein
PAS Offline
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PAS  Offline
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Joined: Aug 2002
Posts: 1,096
germany/Schleßwig-Holstein
in the sphere-engine of mat_aufderheide



PAS

Re: Motion blur [Re: PAS] #63244
02/05/06 22:48
02/05/06 22:48
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
S
Sebe Offline
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Sebe  Offline
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S

Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
Quote:

in the sphere-engine of mat_aufderheide



PAS




Really? I thought there was "only" a Bloom shader, but maybe there has been an update o_O

Anyway, here's a Motionblur from the Wiki (which doesn't use a shader, just simple render to texture - works with Pro only)

http://www.coniserver.net/wiki/wikisecure/index.php/RealtimeBlur

Edit: Sorry, that's just the Blur version of it - the Motion Blur one works with multiple render to textures which move a bit slower than the camera => some kind of motion blur effect.

Re: Motion blur [Re: Sebe] #63245
02/06/06 05:27
02/06/06 05:27
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for posting the blur method. I guess i'll just implement an older method of shifting a models uvcoords towards camera to simulate wind with the blur mabye.

P.S - I don't think Sphere was released with a motion blur shader, unless i'm missing some files?

Re: Motion blur [Re: William] #63246
02/06/06 08:41
02/06/06 08:41
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
Correct.. Sphere has no Motion BLur.

I'm generally opposed to effects like that...it's usually gimmicy.


Sphere Engine--the premier A6 graphics plugin.
Re: Motion blur [Re: Matt_Aufderheide] #63247
02/06/06 09:29
02/06/06 09:29
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
lol, your right it is a tad bit gimmicky like HDR, though I figured it would help make things seem even more faster when hitting turbo boosts. Which doesn't hurt.

BTW - How would one implement your bloom shader from Sphere without using the .dll?

I usually load my shaders like this:

Code:

bmap mtlEnv_0 = <sm_greenhills+6.tga>;

material mtl_reflect
{
//bmap_to_cubemap(mtlEnv_0);
skin1 = mtlEnv_0;
}

starter load_reflect_shader()
{
effect_load(mtl_reflect, "reflectalpha_ps1_0a.fx");
}




Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Motion blur [Re: William] #63248
02/06/06 10:25
02/06/06 10:25
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Joined: Oct 2003
Posts: 4,131
You cant use this bloom without the dll.. because it is rendered in the DLL using a texture grabbed from the backbuffer in a fast way. It cant be done any other way..plus it uses two passes to blur the bloom, this needs you to render to an invisible quad and blur the results twice.


Sphere Engine--the premier A6 graphics plugin.
Re: Motion blur [Re: Matt_Aufderheide] #63249
02/06/06 14:50
02/06/06 14:50
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Posts: 2,234
Wisconsin USA
Gimmicks sell your products. I would include it for that reason.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: Motion blur [Re: FoxHound] #63250
02/06/06 16:01
02/06/06 16:01
Joined: Feb 2003
Posts: 195
slacker Offline OP
Member
slacker  Offline OP
Member

Joined: Feb 2003
Posts: 195
Hate to disgree - but coming from the 3D industry - motion blur is key - It greatly enhances the illusion of movement, adds cinematic atmosphere and makes everything more realistic. Look at what they have done with Burnout on the PSP.

Is it worth the game ticks? That I don't know..

I will check out the wiki in more detail - I have seen some cool camera effects in GS.

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