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Re: real Depth of Field Shader for A6 Com/Pro [Re: HeelX] #123342
04/13/07 13:24
04/13/07 13:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Wow, great contribution. I´m just reworking my templates a bit...
Thanks a lot BoH_Havoc

@HeelX: Is the Sylex3.dll in your plugindir? If it´s not working you could take a look at the DoF from ChrisB a few months ago (You should be able to find a link at the newest aum).

Slin

Re: real Depth of Field Shader for A6 Com/Pro [Re: Slin] #123343
04/13/07 13:41
04/13/07 13:41
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Posts: 655
to your left
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.

Shade-C EVO Lite-C Shader Framework
Re: real Depth of Field Shader for A6 Com/Pro [Re: BoH_Havoc] #123344
04/13/07 14:18
04/13/07 14:18
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

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Posts: 6,904
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.
Re: real Depth of Field Shader for A6 Com/Pro [Re: HeelX] #123345
04/13/07 16:02
04/13/07 16:02
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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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.

Drew Medina
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Re: real Depth of Field Shader for A6 Com/Pro [Re: Drew] #123346
04/30/07 17:02
04/30/07 17:02
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Is there a way to dynamically shift the focus? Anyone willing to try to code this?
Maybe a trigger or zone where you could change the blur?
It would be cool to trigger it stronger then trigger it back based on area, interaction, health...or especially in cutscenes...


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: real Depth of Field Shader for A6 Com/Pro [Re: Drew] #123347
05/04/07 22:37
05/04/07 22:37
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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hmmm....that shouldn't be too hard, you just have to make use of the effect variables in sylex... i guess ^^ i'll have a look at it.
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.

Well, give me a few days to test it out


Shade-C EVO Lite-C Shader Framework
Re: real Depth of Field Shader for A6 Com/Pro [Re: BoH_Havoc] #123348
05/04/07 23:26
05/04/07 23:26
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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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

Re: real Depth of Field Shader for A6 Com/Pro [Re: Slin] #123349
05/04/07 23:33
05/04/07 23:33
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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OK, ...I have had it. I want to know why people use "sylex"? I have actually been avoiding it like the plague..I don't like to use plugins 3DGS(I did buy sphere2, I played around on the island..that's it.)..anyway enlighten me..


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: real Depth of Field Shader for A6 Com/Pro [Re: Nowherebrain] #123350
05/05/07 00:35
05/05/07 00:35
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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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...
Re: real Depth of Field Shader for A6 Com/Pro [Re: Uhrwerk] #123351
05/05/07 05:06
05/05/07 05:06
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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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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