Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (OptimusPrime, AndrewAMD), 14,580 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 4 1 2 3 4
Re: Depth of view & Motion Blur 3DGS Screenshots [Re: EX Citer] #93185
10/09/06 14:47
10/09/06 14:47
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
exciter, das errinert mich an meine "harten" zeiten
schieb dochmal den code rüber

Re: Depth of view & Motion Blur 3DGS Screenshots [Re: EX Citer] #93186
10/09/06 14:54
10/09/06 14:54
Joined: Mar 2005
Posts: 969
ch
Loopix Offline
User
Loopix  Offline
User

Joined: Mar 2005
Posts: 969
ch
Quote:

Aber die Heldin ist etwas KO wenn der Blur sich einschaltet, darum ist er so stark.





aha...aber doch nicht etwa nur vom rumlaufen...oder?

Re: Depth of view & Motion Blur 3DGS Screenshots [Re: Loopix] #93187
10/09/06 21:40
10/09/06 21:40
Joined: Sep 2005
Posts: 96
L
lyingmime Offline
Junior Member
lyingmime  Offline
Junior Member
L

Joined: Sep 2005
Posts: 96
Could someone translate into English? I'm very interested in this thread.

Re: Depth of view & Motion Blur 3DGS Screenshots [Re: lyingmime] #93188
10/09/06 22:12
10/09/06 22:12
Joined: Sep 2006
Posts: 108
J
Jered Offline
Member
Jered  Offline
Member
J

Joined: Sep 2006
Posts: 108
same here...a translation for this whole thread would rock! Very interested in the thread


3DGS (6.4) Commercial
Re: Depth of view & Motion Blur 3DGS Screenshots [Re: EX Citer] #93189
10/09/06 22:40
10/09/06 22:40
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Ich würde das gerne in aktion sehen, könntest du vielleicht ne video machen? (Wenn du möchtest, kannst du mir den code über pm oder so schicken, ich glaube ich habe den blur code schon noch irgendwo liegen, aber trotzdem würde es cool sein...)

Mfg,

Last edited by PHeMoX; 10/10/06 00:09.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Depth of view & Motion Blur 3DGS Screenshots [Re: PHeMoX] #93190
10/10/06 00:11
10/10/06 00:11
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Maybe this could be done with sphere 2+ for commercial!?
hIN HINT HINT MATT

I would LOVE if we had depth of field, PLEASE SOMEBODY, ANYBODY!!!

I also wish I read German...


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Depth of view & Motion Blur 3DGS Screenshots [Re: Drew] #93191
10/10/06 05:35
10/10/06 05:35
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
I could publish a demo instead of a video... It requires no shaders. It´s all done by render to texture. No additional dlls. Just 3DGS. Works with every pro edition.

My english is not good. That´s why it is in german. The thing is:
- I have written a motion blur with the 3DGS scripting language.
- This I have used to fake the depth of field.
- the motion blur is of course adjustable to every/any amount.
- the depth of field fake is pretty fast as the motion blur, but looks a little like a quake.

- the depth of field is fake by rotating the camera a little around a focus point (in the screen shots the focus is the hip/cheeks of the heroine)
- the camera is moved like on a sphere and always looking towards the focus.
- because my game is naturally slow I have set a very low view distance
- the motion blur and depth of field is adjustable (to reduce the quake effect), but I had no time and don´t want change much in my project


Disadvantages of the fake depth of field effect: high frame rate required (30fps), quake effekt (no more with higher frame rates), always motion blur also on

Advantages: very fast for a depth of field effekt, everything gets blurred realy by it´s distance (every pixel), no shaders required (works on every graphic card)


@ello: ello... ello... ello... Ich hatte dir den motion blur code mal für dein rennspiel angeboten. Du hattest aber nicht geantwortet. Ich werde ihn dir aus meinem Projekt rausfiltern

@Loopix: Mache ich etwa Sportspiele?! Naja, zumindestens keine Laufsportspiele. Yo, sie is nich vom laufen KO. Ist auch klar das der Motionblur nicht einfach angeht, sondern er wird sanft eingeblendet. An sich könnte ich ihn auch jeh nach ausgelaugtheit einstellen, aber bei kleinen Unterschieden merkt man den Unterschied nichtmehr.


:L
Re: Depth of view & Motion Blur 3DGS Screenshots [Re: EX Citer] #93192
10/10/06 06:24
10/10/06 06:24
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

@ello: ello... ello... ello... Ich hatte dir den motion blur code mal für dein rennspiel angeboten. Du hattest aber nicht geantwortet. Ich werde ihn dir aus meinem Projekt rausfiltern




hmm, das muss mir durch die lappen gegangen sein. generell finde ich den ansatz für den depthOfField fake interessant. wenn man das mit nem shader umsetzt könnte das "quaken" evtl. wegfallen.. muss man aber vorher mal in aktion sehen um's wirklich nachvollziehen zu können

Re: Depth of view & Motion Blur 3DGS Screenshots [Re: ello] #93193
10/10/06 07:20
10/10/06 07:20
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
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, i mean a blur shader for an object is not hard to make, you just take an object and us a vertex shaders in viewspace and shift the vertexes accordingly, its not too difficult? i made a crappy one thats on the wiki, it was supposed to be a glow shader, but it blurs more than glows

Re: Depth of view & Motion Blur 3DGS Screenshots [Re: lostclimate] #93194
10/10/06 08:32
10/10/06 08:32
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Page 3 of 4 1 2 3 4

Moderated by  Blink, Hummel, Superku 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1