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Motion blur
#63241
02/04/06 20:01
02/04/06 20:01
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Joined: Feb 2003
Posts: 195
slacker
OP
Member
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OP
Member
Joined: Feb 2003
Posts: 195
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Re: Motion blur
[Re: PAS]
#63244
02/05/06 22:48
02/05/06 22:48
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Joined: Nov 2003
Posts: 1,380 Switzerland; Zurich
Sebe
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
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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.
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Re: Motion blur
[Re: Matt_Aufderheide]
#63247
02/06/06 09:29
02/06/06 09:29
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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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"); }
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Re: Motion blur
[Re: Matt_Aufderheide]
#63249
02/06/06 14:50
02/06/06 14:50
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
Expert
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Expert
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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Gimmicks sell your products. I would include it for that reason.
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