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Re: Motion blur
[Re: slacker]
#63271
05/22/06 06:29
05/22/06 06:29
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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Quote:
And... I am only showing 5 pages of post in the shader forum? Not sure why..
at the bottom you can select "show ->active from all dates"
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Re: Motion blur
[Re: ello]
#63272
05/25/06 17:31
05/25/06 17:31
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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There have been a number of attempts over the years to create a motion blur.
Some have used a alpha setting on the camera, but this tends to generate unwanted transparencies and so is not really an option, IMHO.
Another way is to render the view to an object just infront of the camera, which is slightly delayed, and semi transparent. With several of these you can create a pretty convincing blur effect.
What I would like to see, if a shader, that is either applied to an object to make it blur, or better still a shader applied to a model as above, that is just in front of the camera, that does the capture and re-skin method faster.
The Art of Conversation is dead : Discuss
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Re: Motion blur
[Re: indiGLOW]
#63273
05/25/06 18:25
05/25/06 18:25
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Joined: May 2005
Posts: 454 Glasgow, Scotland
Lost
Senior Member
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Senior Member
Joined: May 2005
Posts: 454
Glasgow, Scotland
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Yeah only problem with rendering to an object obviously is that having several views is going to put a hugely heavy load on hardware.
Lost Games
WIP - Nysho and the Attack of the Boons
Rise up and flame me like the prepubescent man you outa be son!
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Re: Motion blur
[Re: Lost]
#63274
06/01/06 10:47
06/01/06 10:47
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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Exactly Lost, which is why I asked if this could be done via a shader instead. I set up 3 shields, each with a view rendered to it, and even in the most basic of levels the FPS dropped to unplayable rates. This seems to be somewhat of an enigma in the land of FX...
The Art of Conversation is dead : Discuss
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Re: Motion blur
[Re: slacker]
#63275
06/01/06 16:12
06/01/06 16:12
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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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Quote:
Does this look promising in terms of adapting to GStudio? It looks like this relies on the previous texture coordinate, not sure if that is available?
http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf
And... I am only showing 5 pages of post in the shader forum? Not sure why..
Isn't this code for shader based MBlur? Not sure if it is adaptable to GStudio.
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Re: Motion blur
[Re: Roel]
#63277
06/18/06 04:11
06/18/06 04:11
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Joined: Jun 2006
Posts: 96
Straight_Heart
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 96
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@Roel
if you actually read the comments in this post (which you didnt), the hack job of making the camera transparent creates all sorts of transparent anomalies. Terrain and models get bad sorting problems, and generally this is unnacceptable. You do get a trail however, but this is not motion blur, only a "z-sort fumble" effect.
@Matt Aufderheide
All of computer graphics is a gimmick, whether you beleive it or not. No matter how many complex calculations are running in a parrallax bump shader, the surface of it is portrayed onto a flat horizon of pixels (your moniter). And since CG nowadays tries to imitate the human eye (like HDR lighting), motion blur is visible to the naked eye. Just shake a pencil fast enough and youll see that it smears.
You're not as unique as you think you are, try again.
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Re: Motion blur
[Re: Straight_Heart]
#63278
06/18/06 17:53
06/18/06 17:53
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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@Straight Heart: With pro edition you can render the screen to a bmap panel and make it transparent. Then you get a very good motion blur. And that is of course motion blur. Because it blurs only motions.
:L
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