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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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