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Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21186
12/23/03 03:55
12/23/03 03:55
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
Interesting. To me at least the effect on the ground reminds me of an underwater effect.


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Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21187
12/23/03 05:41
12/23/03 05:41
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
hi, i found something that may work for you. look here to see it work

this is the pixelshader i am using. the alpha-effect appeared after i placed the dp3 instruction.
just try it out

Code:
 
PixelShader =
asm {
ps.1.1 ; painter pixel shader
tex t0
texcoord t1
tex t2

add r0,t0,t1
add r1,r0,t2
add r0,r0,r1
mad r0,r0,r0,t2
dp3 r0,r0,t0
//add r0,r0,r2

};







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Re: Heat Haze Shader (QuickSilver FX) [Re: bupaje] #21188
12/23/03 07:14
12/23/03 07:14
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Posts: 1,550
United Kingdom
The effect could just as easily be used to create a nice water effect, and if I set the bright flag on you get some real cool wierd effects as they layer up.

Is the stuff I am doing here a different way of achieving whats going on in this thread

What are the differences? I am using a view and mapping it to a model, where as this material is only reflection of the env_cube? or am I way off. Could someone explain.. I think I might need to combine a little of both....

I will take a look at ello's post now


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Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21189
12/23/03 17:51
12/23/03 17:51
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
i think its the calculation of the viewing angle for the mirror. i didnt work it out properly in the ultimate camera fx. so it wont look like real water. there lies the problem i think. using environment mapping should work better.


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Re: Heat Haze Shader (QuickSilver FX) [Re: ello] #21190
12/23/03 18:31
12/23/03 18:31
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Posts: 1,550
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Thats only if you use the view based on the camera position. I create a view using the models position, and by altering the camera's arc to get a wider reflection.... Im I right in thinking the mapping you talk about is the thread I posted, and can you tell me, does this material mapping reflect everything? sprites, MDLs etc? or just the env_cube?


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Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21191
04/26/04 08:12
04/26/04 08:12
Joined: Apr 2004
Posts: 2
NSW, Australia
Villainsoft Offline
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Villainsoft  Offline
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Posts: 2
NSW, Australia
This is all well and good if you want displacement effects for the entire camera view, but think about effects like exhaust heat distortion or a Predators cloaking armor which has a refractive property.
These can be done using a nice little shader effect called Dispersion.

The script is quite long, but I can post the source (NOT GS compatible...) if people want to try to convert to GS.

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