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Re: HDR, Bloom, Anti Alaising [Re: mk_1] #77246
06/12/06 14:54
06/12/06 14:54
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
excactly. And that would push the pro edition of Gamestudio very much. It would generate alot of more sales of the pro edition with easy to use HDR, bloom, depth maps for depth of field, motion blur and other advanced features. It would raise the gap between com and pro and would make much sense to buy it.

But maybe other changes like octree and new light management are needed to implement this. I don't know.


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Re: HDR, Bloom, Anti Alaising [Re: Machinery_Frank] #77247
06/13/06 19:43
06/13/06 19:43
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
Well, just write the shaders.
Or buy me a pro edition.
You see to create a professional game you need a professional team and any programmer can certainly learn to write shaders. Post processing isn't that hard.


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Re: HDR, Bloom, Anti Alaising [Re: mk_1] #77248
06/14/06 06:46
06/14/06 06:46
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Ok. That is an idea of a possible deal. I will think about that Can you really create all that when I buy you the pro edition? Motion Blur, Depth of Field, HDR / Bloom, real reflections, refraction and fresnel like water, haze?


Models, Textures and Games from Dexsoft
Re: HDR, Bloom, Anti Alaising [Re: Machinery_Frank] #77249
06/14/06 08:44
06/14/06 08:44
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Move to BV engine instead perhaps ,
it will cost you a lot less and you'll have an entire dev tool,
with nowadays workflow and features , editors.

It is not achieved completely, exporters need some work, docs are emtpy
but that's coming fast

Re: HDR, Bloom, Anti Alaising [Re: Machinery_Frank] #77250
06/14/06 08:48
06/14/06 08:48
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
Quote:

Ok. That is an idea of a possible deal. I will think about that Can you really create all that when I buy you the pro edition? Motion Blur, Depth of Field, HDR / Bloom, real reflections, refraction and fresnel like water, haze?




i guess only by creating a dll. it would be good if conitec implements a depth-information texture available via a keyword, like:

material bla{
skin1= scenedepth;
...
}

and a more comfortable way to use a postprocessed texture again. maybe its my lack of being able to solve it, but i'd love to be able to blur a already blurred texture. and this isnt possible from what i know. at least not without some special dll function

Re: HDR, Bloom, Anti Alaising [Re: ello] #77251
06/14/06 14:27
06/14/06 14:27
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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?
use the vertex z coordinate as Color and there you go: a depth texture

@Frank_G: I don't know for certain whether I can write you the code but I definitely have ideas and bit of knowledge who this all works.


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Re: HDR, Bloom, Anti Alaising [Re: mk_1] #77252
06/15/06 14:56
06/15/06 14:56
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
Mmmm, let me get this straight, since I've asked it before somewhere else, but lost track of the thread and don't know if it has been answered. But is it possible with 3dgs pro to make post-processing effects?? With the use of render to texture? It doesn't need to be fast at all, I just wonder if it's possible..

Cheers


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For more info visit: Innervision Software
Re: HDR, Bloom, Anti Alaising [Re: ello] #77253
06/16/06 06:15
06/16/06 06:15
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
Quote:

and a more comfortable way to use a postprocessed texture again. maybe its my lack of being able to solve it, but i'd love to be able to blur a already blurred texture. and this isnt possible from what i know. at least not without some special dll function




You can blur again using another pass in your technique. I don't think there's any other way. You could use gaussian blur but it takes a little more frame rate.



@phemox: Indeed it is pretty easy to write post processing effects with pro edition.


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Re: HDR, Bloom, Anti Alaising [Re: mk_1] #77254
06/18/06 22:13
06/18/06 22:13
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
That's awesome to hear, now all left to do is order pro next week!

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: HDR, Bloom, Anti Alaising [Re: mk_1] #77255
06/19/06 00:26
06/19/06 00:26
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
You cant do it this way in A6, becasue you have only two render target. To do this, you need additional render targets.


Sphere Engine--the premier A6 graphics plugin.
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