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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: PHeMoX]
#93195
10/10/06 11:44
10/10/06 11:44
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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Who will create some Sylex plugin doing this for us poor commercial version users  ??
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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: TheExpert]
#93196
10/10/06 12:24
10/10/06 12:24
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Who will create some Sylex plugin doing this for us poor commercial version users ??
Sylex4 is still in development as far as I know, eventhough it's been quite a time since I've last heard about any activity. Unless I'm mistaken here, XeXeS did mention something about Depth of Field I think, but it may have been something else too .. can't quite remember .
Cheers
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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: PHeMoX]
#93197
10/11/06 05:03
10/11/06 05:03
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Quote:
Quote:
i dont understand why cant jsut apply a blur pass to an object with a float passed throught it depending on its distance from the camera
You can't go mad on calculating distances constantly I guess, besides that, every object in your level would have to calculate it's distance to the camera... It could become pretty slow pretty fast that way.
I would have had a depth of field shader already if only we would have access to the depth buffer ...
Cheers
I got it to work, will just need some LOD Culling at semi close distances, and with a little ingenuity on the lod models part that shouldnt be a big deal because and detail difference will be blurred out, and you'd only have to find the distance of objects in the view, and withing the clipping range.
heres a screen shot of it working fine:http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/696790/an/0/page/0#Post696790 , the only issue is large objects, the shader is applied to the object itself so that may cause an issue, im thinking if i can just take the vertexs y distance (or whatever depth distance is) in the viewspace i might be able to fix this, but im not gonna work on this for a while because im still an in credibly noobish shader programmer. so that will be for another day. 
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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: lostclimate]
#93198
10/11/06 20:20
10/11/06 20:20
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
OP
Expert
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OP
Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Wouldn't it be possible to access the frontbuffer and the z-Buffer information via a dll?
Always learn from history, to be sure you make the same mistakes again...
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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: Uhrwerk]
#93199
10/12/06 08:54
10/12/06 08:54
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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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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: EX Citer]
#93200
10/26/06 05:13
10/26/06 05:13
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Joined: Jan 2003
Posts: 798 New Zealand
Bright
User
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User
Joined: Jan 2003
Posts: 798
New Zealand
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Your demo is dead  no link. And I can't see the screenshots :'(
KAIN - Coming soon...
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Re: Depth of view & Motion Blur 3DGS Screenshots
[Re: Bright]
#93201
10/26/06 06:30
10/26/06 06:30
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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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yeah, and there is no way to recover them. Well, maybe if someone still hast the demo.
:L
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