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Re: Motion blur [Re: slacker] #63271
05/22/06 06:29
05/22/06 06:29
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

And... I am only showing 5 pages of post in the shader forum? Not sure why..




at the bottom you can select "show ->active from all dates"

Re: Motion blur [Re: ello] #63272
05/25/06 17:31
05/25/06 17:31
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
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indiGLOW  Offline
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Joined: Oct 2003
Posts: 1,550
United Kingdom
There have been a number of attempts over the years to create a motion blur.

Some have used a alpha setting on the camera, but this tends to generate unwanted transparencies and so is not really an option, IMHO.

Another way is to render the view to an object just infront of the camera, which is slightly delayed, and semi transparent. With several of these you can create a pretty convincing blur effect.

What I would like to see, if a shader, that is either applied to an object to make it blur, or better still a shader applied to a model as above, that is just in front of the camera, that does the capture and re-skin method faster.


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Re: Motion blur [Re: indiGLOW] #63273
05/25/06 18:25
05/25/06 18:25
Joined: May 2005
Posts: 454
Glasgow, Scotland
Lost Offline
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Lost  Offline
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Posts: 454
Glasgow, Scotland
Yeah only problem with rendering to an object obviously is that having several views is going to put a hugely heavy load on hardware.


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Re: Motion blur [Re: Lost] #63274
06/01/06 10:47
06/01/06 10:47
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
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indiGLOW  Offline
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Joined: Oct 2003
Posts: 1,550
United Kingdom
Exactly Lost, which is why I asked if this could be done via a shader instead. I set up 3 shields, each with a view rendered to it, and even in the most basic of levels the FPS dropped to unplayable rates. This seems to be somewhat of an enigma in the land of FX...


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Re: Motion blur [Re: slacker] #63275
06/01/06 16:12
06/01/06 16:12
Joined: Feb 2003
Posts: 195
slacker Offline OP
Member
slacker  Offline OP
Member

Joined: Feb 2003
Posts: 195
Quote:

Does this look promising in terms of adapting to GStudio? It looks like this relies on the previous texture coordinate, not sure if that is available?

http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf

And... I am only showing 5 pages of post in the shader forum? Not sure why..




Isn't this code for shader based MBlur? Not sure if it is adaptable to GStudio.

Re: Motion blur [Re: slacker] #63276
06/17/06 14:52
06/17/06 14:52
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
To create (cheap-looking) motion blur you no't need a shader,
just make the bg_color 0,0,0
and make the camera also transparent

that must be all


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Re: Motion blur [Re: Roel] #63277
06/18/06 04:11
06/18/06 04:11
Joined: Jun 2006
Posts: 96
Straight_Heart Offline
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Straight_Heart  Offline
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Joined: Jun 2006
Posts: 96
@Roel

if you actually read the comments in this post (which you didnt), the hack job of making the camera transparent creates all sorts of transparent anomalies. Terrain and models get bad sorting problems, and generally this is unnacceptable. You do get a trail however, but this is not motion blur, only a "z-sort fumble" effect.

@Matt Aufderheide

All of computer graphics is a gimmick, whether you beleive it or not. No matter how many complex calculations are running in a parrallax bump shader, the surface of it is portrayed onto a flat horizon of pixels (your moniter). And since CG nowadays tries to imitate the human eye (like HDR lighting), motion blur is visible to the naked eye. Just shake a pencil fast enough and youll see that it smears.


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Re: Motion blur [Re: Straight_Heart] #63278
06/18/06 17:53
06/18/06 17:53
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
@Straight Heart: With pro edition you can render the screen to a bmap panel and make it transparent. Then you get a very good motion blur. And that is of course motion blur. Because it blurs only motions.


:L
Re: Motion blur [Re: EX Citer] #63279
06/18/06 19:39
06/18/06 19:39
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Actually straight_heart is right. It doesn't blur anything, d3d just doesn't clear the frame buffer. With a motion blur effect you could stop the game at any time and still have the blur effect, yours is going to discontinue blurring. You can't really control it anyway and it's heavily framerate dependend.


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Re: Motion blur [Re: mk_1] #63280
06/18/06 23:36
06/18/06 23:36
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
What would be the proper way to make a blur with render to texture?

Cheers


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