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Re: HDR, Bloom, Anti Alaising
[Re: mk_1]
#77246
06/12/06 14:54
06/12/06 14:54
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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.
Models, Textures and Games from Dexsoft
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Re: HDR, Bloom, Anti Alaising
[Re: mk_1]
#77248
06/14/06 06:46
06/14/06 06:46
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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
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Re: HDR, Bloom, Anti Alaising
[Re: Machinery_Frank]
#77249
06/14/06 08:44
06/14/06 08:44
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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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 
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Re: HDR, Bloom, Anti Alaising
[Re: Machinery_Frank]
#77250
06/14/06 08:48
06/14/06 08:48
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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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
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Re: HDR, Bloom, Anti Alaising
[Re: ello]
#77253
06/16/06 06:15
06/16/06 06:15
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Joined: Dec 2000
Posts: 4,608
mk_1

Expert
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Expert
Joined: Dec 2000
Posts: 4,608
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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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