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Re: What kind of shader is this?
[Re: NMS]
#54059
09/04/05 01:27
09/04/05 01:27
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Anonymous
Unregistered
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Anonymous
Unregistered
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You could trace from the sun to the player and morph the sunsprite to the form that would apply to the target object, and even use multiple traces from each side of the sun so only certain parts of it would morph accordingly.
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Re: What kind of shader is this?
[Re: iWaNtToKnOw]
#54061
09/09/05 00:38
09/09/05 00:38
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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Quote:
looks like HDR Lightning
You obviously have no idea what HDR Lighting is.
This is a volumetric light flare effect and can be faked...
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Re: What kind of shader is this?
[Re: MMike]
#54063
09/13/05 18:18
09/13/05 18:18
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Joined: Jun 2005
Posts: 54
iWaNtToKnOw
Junior Member
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Junior Member
Joined: Jun 2005
Posts: 54
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ok, this game is from a 3dgs user?
Tell Me, iWaNtToKnOw!
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Re: What kind of shader is this?
[Re: iWaNtToKnOw]
#54064
09/13/05 19:07
09/13/05 19:07
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Joined: Nov 2003
Posts: 1,380 Switzerland; Zurich
Sebe
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
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The effect in the halo screenshot is never HDR lightning. And HDR isn't a texture too. HDR is a technique that... let's say, it makes the camera eye-like. eg, if you look from a bright outside level into a more or less dark cave, it appears totally black. In contrast, if you're in the cave and look out, you see the outdoor level absolutely white for a moment, and after some seconds you begin to see something outside, but the cave gets darker. Let's say, HDR just increases the range of lightning :P
@NMS: I don't know what kind of shader that is, but if the xbox can manage it, it can't be too complicated
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Re: What kind of shader is this?
[Re: MMike]
#54065
09/14/05 00:08
09/14/05 00:08
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Joined: Feb 2003
Posts: 195
slacker
Member
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Member
Joined: Feb 2003
Posts: 195
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You guys should be nice.
HDR stands for High Dynmaic Range lighting - and is a technique that allows for the storage of a much wider range of light values than a typical 24-bit image. Cameras are very limited by how much contrast range they can capture - with HDR lighting you can assemble a series of photos taken at different exposures to create a HDR image - there are different formats for this, and like all image formats there is competition to define an HDR standard.
More than dynamic range - HDR has come to be associated with light probes and capturing light in a 360 degree panorma. This can acurately represent the lighting in a scene, light that comes from all directions in real life. An added benefit, is that this 360 degree panoramic HDR image can be used for environment reflections. The results - as seen above can be quite stunning. There is an effort to implement HDR lighting in games - and should provide for some very interesting possibilities.
This is at least how I understand it. Someone with more knowledge might be able to clarify it a bit.
This technique of the volumetric lights in trees has me stumped as well. When I first saw it I think I sat there for an hour trying to figure it out. Maybe it is just models that are coded to point towards the sun, or sprites somehow, or???
Maybe a game guru can help us out!
Last edited by slacker; 09/14/05 15:56.
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