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Re: real Depth of Field Shader for A6 Com/Pro
[Re: Slin]
#123343
04/13/07 13:41
04/13/07 13:41
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
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OP
User
Joined: Jun 2004
Posts: 655
to your left
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William, try setting float front = 16100; to a higher value...something like 59000. From my experience the front and back values shouldn't be to far away from each other. HeelX: Here you go [compiled exe]
Last edited by BoH_Havoc; 04/13/07 13:42.
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Re: real Depth of Field Shader for A6 Com/Pro
[Re: BoH_Havoc]
#123344
04/13/07 14:18
04/13/07 14:18
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Thanks, it works now. Well, I would say that the blur is a bit ackward. The first image is a screenshot and the second a version that looks more natural. 
Last edited by HeelX; 04/13/07 14:19.
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Re: real Depth of Field Shader for A6 Com/Pro
[Re: HeelX]
#123345
04/13/07 16:02
04/13/07 16:02
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Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
Serious User
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Serious User
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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play with the numbers... I did, and got it working great with a thrid person camera (IntenseX), its sharp on the character normally and blurred at a distance, when the camera comes in close (moves off a wall) it blurs my player. Its a beautiful effect , combined with my baked in GI rendered character... Looks almost real.
Also, it doesnt something really nice to my stencil shadows, they look soft now
Last edited by Drew; 04/13/07 19:58.
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Re: real Depth of Field Shader for A6 Com/Pro
[Re: BoH_Havoc]
#123348
05/04/07 23:26
05/04/07 23:26
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I already tried around with this. It´s easy to change the blurstrength, but I can´t get the vars passed to the depthmap shader, which would be needed to change the Focus at runtime. Quote:
I also thought about something like object based DoF so when you look at an entity, only that entity will be sharp and everything else will be blurred. That should look nice in motion i think.
You just have to render every model but the one, which has to be renderd black, white. Everything else should be the same. It´s easy to change Ellos shader to do so (I allready did so for the sky and levelgeometry, to make them usable with the DoF).
Slin
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Re: real Depth of Field Shader for A6 Com/Pro
[Re: Nowherebrain]
#123350
05/05/07 00:35
05/05/07 00:35
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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I guess it's because they like to play with it. For a professional project it's rather useless, as it has not grown over the beta status...
Always learn from history, to be sure you make the same mistakes again...
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Re: real Depth of Field Shader for A6 Com/Pro
[Re: Uhrwerk]
#123351
05/05/07 05:06
05/05/07 05:06
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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1) It gives those nice features to the users that don't have Pro. 2) These plugins perform better than 3DGS. Such as [newton, sylex, sphere].
xXxGuitar511 - Programmer
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