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Re: shade-c : dynamic exposure control in action :) [Re: mpdeveloper_B] #224670
08/31/08 18:07
08/31/08 18:07
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Well, well, i definately won't make it till the deadline. Sorry blush

To make up for it, here's a shot of the ocean shader:



Foam and waterdepth are created on the fly. Vertex Noise is applied to the waterplane to get some real 3d waves (Looks really relaxing in motion smile )

mpdeveloper_B: Don't worry, the toon shaders will make it into the next release smile


Shade-C EVO Lite-C Shader Framework
Re: shade-c : dynamic exposure control in action :) [Re: BoH_Havoc] #224677
08/31/08 18:23
08/31/08 18:23
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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indeed relaxing smile

Re: shade-c : dynamic exposure control in action :) [Re: Shadow969] #224768
09/01/08 06:17
09/01/08 06:17
Joined: Jul 2008
Posts: 43
A
Angelus1818 Offline
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Angelus1818  Offline
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Joined: Jul 2008
Posts: 43
BoH_Havoc,

You really wanted to do an island huh? Well I can tell it's going to be worth it. What are some EXACT model/textures you need? Please be spacific!!! Or I won't know what to make or find for you!!!!! Just curios why didn't you go with the valley? It sooooo amazing. I think it would have worked fine, but hey it's nor my project! Anyway I'll be more than happy to implemnet your logo in every game I use it in. np.

Cyas!!!!

Re: shade-c : dynamic exposure control in action :) [Re: Angelus1818] #225007
09/02/08 15:08
09/02/08 15:08
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Object-Shader showroom is more or less finished smile



Currently I get ~140fps with activated bloom, depth of field and water.

The Shader you see on the models is actually one base shader which can be adjusted to your needs. Here's the current features:

Code:
// UNCOMMENT/COMMENT TO ACTIVATE/DEACTIVATE

//Use Diffuse Lighting
#define DIFFLIGHT

//Use Shadowmap
//#define SHADOWMAPPING

//Use Specular Lighting
#define SPECLIGHT

//Use Environment Mapping
#define ENVMAPPING

//Use Velvety Effect
#define VELVETY

//Use Normalmapping
#define NORMALMAPPING

//Use Luminance Mapping
#define LUMMAPPING

//Use Team Color
#define TCOLOR

//Above Effects will react to sunlight (only needed if you have dynamic lights in your level)
//#define DOSUN

//Diffuse Lighting will react to 5 additional dynamic lights including the sun
//#define DYNLIGHTS

//Use PixelShader 2.a | set this if you get an errormessage ("code uses too many many arithmetic instruction slots")
#define PS2A


Well, I'm getting there smile (Still haven't started working on the manual, though)


Shade-C EVO Lite-C Shader Framework
Re: shade-c : dynamic exposure control in action :) [Re: BoH_Havoc] #225105
09/02/08 20:12
09/02/08 20:12
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
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Quad  Online
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looks really nice wink but i guess it doenst go well with aa right?


3333333333
Re: shade-c : dynamic exposure control in action :) [Re: Quad] #225111
09/02/08 20:49
09/02/08 20:49
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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I haven't tested activating anti aliasing yet. (Actually i never activated it since i have gamestudio for some reason ^^)

If you are talking about the small white artifacts you can see on the screen: They are caused by overlapping uv maps and have nothing to do with the shader.


Shade-C EVO Lite-C Shader Framework
Re: shade-c : dynamic exposure control in action :) [Re: BoH_Havoc] #225123
09/02/08 22:21
09/02/08 22:21
Joined: Jul 2008
Posts: 43
A
Angelus1818 Offline
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Angelus1818  Offline
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Posts: 43
Wow That looks amazing!!!!! I'm sad that you didn't say any models or textures you wanted though....I would've been glad to help. Ohh well. Maybe i'll be able to contribute to a future version. It looks great though. I see why you wanted to do it now. I am really looking forward to this coming out!!!! I will use it in every GS game i make! Good luck with the manual though! I know I can't help with that!

Re: shade-c : dynamic exposure control in action :) [Re: Angelus1818] #225128
09/02/08 23:37
09/02/08 23:37
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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looks really good smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: shade-c : dynamic exposure control in action :) [Re: VeT] #225135
09/03/08 00:02
09/03/08 00:02
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Posts: 2,185
The test is pretty impressive, good job BoH.


- aka Manslayer101
Re: shade-c : volumetric particles [Re: mpdeveloper_B] #227539
09/14/08 22:57
09/14/08 22:57
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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finishing up the code...



same thing, other alphamap for the clouds models


Wooooo! It's volumetric particles baby! (sorry, couldn't resist laugh )

Each "particle" can have it's own noise/fractal cubemap for detail and a colormap. You could even animate the whole thing as everything is based on models. For those interisted, this is a similar method as used in crysis (remember that a-bomb?).

Don't know when I will release the next version, but it won't be long now ( meh ... i think your getting tired of that statement wink )




Shade-C EVO Lite-C Shader Framework
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