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Re: Bloom [Re: TheExpert] #88159
08/30/06 18:19
08/30/06 18:19
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
so go there if you like it better. what is the purpose in continuously saying "bv is better" and still using a6?

ontopic:
all i would like is a fast shadow mode that supports models, blocks and terrain with unlimited dynamic lights and dynamic shadows. that's all. all the other effects are, in my eyes, gimmicks and i would turn them off in a game. but that's a personal opinion. plus, it doesn'tz really touch me because these are Post processing effects that likely require RTT. so not for the average comm-user.

Re: Bloom [Re: broozar] #88160
08/31/06 06:48
08/31/06 06:48
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
I agree with you DaBro0zar. While I do think Bloom, blur, hdri ect would be
nice, they will look odd with the engines hard edged stencil shadows that
flicker on and off.

The quality of a 3D engines render, IS the quality of the engines light
and shadowing capabilities. I hope more attention is paid to develop better
lighting and especially shadows which are basic, than creating "realistic
water" or some other FX that are peripheral.

I have been watching the beta page for a long time, and there has been
incredible progress by the developers, so perhaps we will see all of these
things in the near future!


Not two, not one.
Re: Bloom [Re: Grafton] #88161
08/31/06 09:07
08/31/06 09:07
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline OP
Senior Member
er_willy  Offline OP
Senior Member

Joined: Sep 2003
Posts: 407
inside to my
In the forecast you can see a new lighting, this is the next step.

I not need bloom for mornig but in my opinion the Shader & Effects Library can have, al last, bloom, and depth of field.

Re: Bloom [Re: er_willy] #88162
08/31/06 09:56
08/31/06 09:56
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline OP
Senior Member
er_willy  Offline OP
Senior Member

Joined: Sep 2003
Posts: 407
inside to my
and understand your posture...

but I can be mistaken, but the mayor beneficiay to the bloom efect is the light and the shadows. If you look a sreenshot whit bloom you can see a beatiful rich brigt and constrast.
In my opinion a imagen whit hard edges and bloom is more stunig what a imagen whit soft shadows.

Re: Bloom [Re: er_willy] #88163
08/31/06 10:18
08/31/06 10:18
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
id still be happy if we had a simple depth buffer access . depth of field would be a benefit from that (and btw. easy to code it there was a working depthtexture). but better do this with an additional shader and give us the depthbuffer

plus i demand somewhat effect chain to use many postprocessing effects additional by using the result of the previous and not the base textur

Re: Bloom [Re: er_willy] #88164
08/31/06 10:22
08/31/06 10:22
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I agree with you. Light and shadows make the engine look good at your screen shot. Lighting is the most important part. Even with missing shadows a good lighting can make it.

Because of that I like the soft shadows of level geometry in GS. I hope we get the same with models and the new adaptive binary tree.

Shaders are another option to go. A good shader (at least good Phong lighting) can make a picture better. A model without lighting looks flat. Only light and shadows can create an illusion of depth. Every painter knows that.

But I have a good feeling. All what I can read in the future section sounds fantastic and the new render kernel already works with stunning speed. But speed is only one issue. The artists need light and shadows. I cannot stress this enough. This is important and should not be left in the category of "medium priority" points.


Models, Textures and Games from Dexsoft
Re: Bloom [Re: Machinery_Frank] #88165
08/31/06 12:57
08/31/06 12:57
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Wrong lightning or missing shadows is somehow typical for many showcase 1 shots.

Many people debate long abount textureresolutions, but less about correct lightsetting in
a level.

Re: Bloom [Re: Damocles] #88166
08/31/06 13:25
08/31/06 13:25
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
yes. I agree. Even a bad textured level can look convincing with right lighting and shadows. But it does not work the other way around.


Models, Textures and Games from Dexsoft
Re: Bloom [Re: er_willy] #88167
08/31/06 17:29
08/31/06 17:29
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
No, not just bloom for professional users. Personally I would like to see these and other effects created by Conitec in the commercial edition too. Think Conitec has cut enough in the commercial edition, Physics, Multiplayer and resource packer to name just a few!

All the best,

Dusty


smile
Re: Bloom [Re: D3D] #88168
09/01/06 08:00
09/01/06 08:00
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Dusty: It might be that some post processing effects need render to texture (that is only available in Pro) and because of that we suggest those features for the pro edition.


Models, Textures and Games from Dexsoft
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