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Motion blur shader? #134072
06/05/07 15:28
06/05/07 15:28
Joined: Apr 2007
Posts: 582
Germany
Poison Offline OP
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Poison  Offline OP
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Joined: Apr 2007
Posts: 582
Germany
Has someone a good motion-blur shader?


Everything is possible, just Do it!
Re: Motion blur shader? [Re: Poison] #134073
06/05/07 18:55
06/05/07 18:55
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
You will need A7 Comm or A6 Pro to use motion blur.
You can find a simple solution for fullscreen blur on the wiki.
If you´ve got only A6 Comm, you could use Sylex (There is a fullscreen blur included (You could combine the blurstrength with the mousemovement to archive some kind of motion blur for the camera)).
If you want to get real motion blur, you will need a postprocessing shader (it is the same with the sylex blur).
It could be possible to change the Depth of Field shader (created by BoH_Havoc), to a real, working motionblur shader.

Or just look through the internet for a shader and make it usable with 3DGS.

I don´t think that there is a real motion blur shader for 3DGS yet.


Slin

Re: Motion blur shader? [Re: Slin] #134074
06/05/07 22:33
06/05/07 22:33
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
This is a good opportunity to Guitar to make a real motion blur shader
I will be veeeeeeeery grateful for this too
now it's just blur looking like bloom or dof, not "normal" motion blur like in "normals" speedy games

Last edited by tompo; 06/05/07 22:36.

Never say never.
Re: Motion blur shader? [Re: tompo] #134075
06/06/07 03:51
06/06/07 03:51
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
lol... Thanks bro.

I've actually been thinking about this. Here's my ideas in "Guitar language". Hopefully they make sense to everyone else...

- set up x amount of render targets (2 - 4)
- switch the camera's render target to the next target every frame, and cycle through after x.
- Send the targets to the shader starting with the most recent to the last target.

This will avoid using bmap_blit because the camera renders directly, so there will be no slowdown in getting the images. I can take them directly from the camera view. There are no problems here...


The problem comes when actually blurring the images. How should it be done? I could easily mix the images at different alpha's, but this would probably be too visible between "slides". This would be the most FPS friendly

[New Idea!]However, I could also store the difference in camera angles and pass those to the shader. This way I'd know which direction to blur and how far. However, mixing all these images and blurring them would KILL FPS, and I don't have the fastest computer.

Let me know your opinions, and I'll see what I can find time for


xXxGuitar511



..And in case your wondering how I found this? I go through all the [unread] posts in the forum about 3x a day... lol. Well, at least the sections that appeal to me.


xXxGuitar511
- Programmer
Re: Motion blur shader? [Re: xXxGuitar511] #134076
06/06/07 04:34
06/06/07 04:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
Quote:

However, I could also store the difference in camera angles and pass those to the shader. This way I'd know which direction to blur and how far. However, mixing all these images and blurring them would KILL FPS, and I don't have the fastest computer.




If I recall correctly this causes unwanted 'earthquake' effects, not quite a good motion blur..

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Motion blur shader? [Re: PHeMoX] #134077
06/06/07 06:50
06/06/07 06:50
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Idea 1... make couple of cameras always front of player with alpha depends of player speed...
Result: but this will kill FPS (VGA) to screenshots

Idea 2... Or make all entitys in the level with my.move = on; my.streak = on; with vel_x/y depends of camera orientation
Result: but this will kill CPU

Idea 3... every entity creates his own couple of clones with fadeing alpha from his position to camera position when moving
Result: Kill them both

Idea 4... turn on bloom and then entitys creates only one clone with changing scale_x/y depends of camera orientation and speed and those clones have a gradient alpha schannel
Result: I have no idea

So we need some shader like blur but working with changing player orientation (pan/tilt) during c_move... but I'm totaly grren with shaders

Last time I've seen nice motion blur effect in TestDrive Unlimited... In this game U can make a photo of Your car and doing this You can change "power" of motion blur by slider! Your car is not moving but with this slider it looks like photo has been made during full speed. Strange is that it's looking like every entity on the screen creates own clones

BTW.. I HATE CONITEC!!! (joke) because now I'm not playing the games like always before but during the play I'm looking at this game like "how they made this or this" and how I can do that looking at the engine, effects, moves, cameras... not just enjoing the game
Lara is not just climbing anymore... now she is traceing and c_moving

Last edited by tompo; 06/06/07 08:03.
Re: Motion blur shader? [Re: tompo] #134078
06/06/07 10:09
06/06/07 10:09
Joined: Apr 2007
Posts: 582
Germany
Poison Offline OP
User
Poison  Offline OP
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Joined: Apr 2007
Posts: 582
Germany
thanks for the ideas guys!!


Everything is possible, just Do it!
Re: Motion blur shader? [Re: tompo] #134079
06/06/07 12:43
06/06/07 12:43
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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S

Joined: Oct 2006
Posts: 873
Quote:

Lara is not just climbing anymore... now she is traceing and c_moving



That's exactly how i see games now
As for motion blur i simply use transparent camera view, blocks with flat flag on, and models with alpha test material. looks cool, only problem is with objects like panels or flares with alpha channel - they become transparent and ugly

Re: Motion blur shader? [Re: Shadow969] #134080
06/06/07 15:54
06/06/07 15:54
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
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Posts: 2,503
SC, United States
Quote:

BTW.. I HATE CONITEC!!! (joke) because now I'm not playing the games like always before but during the play I'm looking at this game like "how they made this or this" and how I can do that looking at the engine, effects, moves, cameras... not just enjoing the game
Lara is not just climbing anymore... now she is traceing and c_moving




Me too, lol. I take the time to figure out how to recreate these things. Unfortunatly, this is how I see the world now (sort of) as well. I look around, and wonder how I might be able to duplicate these things in the game.


Back to the topic of the shader, Ill try my first idea, by mixing the different "slides" first. I'll post some results, and if it's too crappy, then I'll work from there...


xXxGuitar511
- Programmer
Re: Motion blur shader? [Re: xXxGuitar511] #134081
06/06/07 16:12
06/06/07 16:12
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Quote:

Unfortunatly, this is how I see the world now (sort of) as well. I look around, and wonder how I might be able to duplicate these things in the game.



Ask Matrix developers

And what you think about my 4th idea? Possible to work?

Last edited by tompo; 06/06/07 16:13.

Never say never.
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