|
Re: Soft filter?
[Re: Orange Brat]
#23338
04/12/04 12:33
04/12/04 12:33
|
Joined: Oct 2002
Posts: 150 Prince Edward Island, Canada
Nagashi
Member
|
Member
Joined: Oct 2002
Posts: 150
Prince Edward Island, Canada
|
There is a great executable demo of the Egypt scene posted by Homey above. here is the link egypt.zip there is no source with this and from the looks of things on the site the author is probably not willing to give this information up (but I didn’t ask so who knows) regardless, with the working demo you can see the idea “render to image, blur image, display image” and it runs very very well tested it on my 533mhz Cpu, 320 mb Ram, 64mb NVIDIA Geforce, with no speed loss.
P.S. the demo flickers a bit when you walk around, just ramp up the size, for the effect and it looks really nice, (and still runs well).
No rest for the wicked. __________________________ Ironbound Studios__________________________
|
|
|
Re: Soft filter?
[Re: fuxerz]
#23341
04/13/04 07:26
04/13/04 07:26
|
Joined: Nov 2003
Posts: 677 There
Julius
Developer
|
Developer
Joined: Nov 2003
Posts: 677
There
|
@ello and everyone else trying to use a render_to_view soft effect:
wouldn't there be render to view weaknesses when using render to view for a soft shader?
the view would be rendered onto the sprite, the sprite is transparent and softens it up however it does it, then (on the next frame), the view is rendered onto the sprite, but the view already includes that sprite, so it increases the effect, and this would continue and eventually lead to a fuzzy white view, right?
Julian
flabadabadab.
|
|
|
Re: Soft filter?
[Re: ello]
#23343
04/13/04 18:09
04/13/04 18:09
|
Joined: Nov 2003
Posts: 677 There
Julius
Developer
|
Developer
Joined: Nov 2003
Posts: 677
There
|
Your probably right, (you ARE the FX master) but could you please explain how that works?
Julian
flabadabadab.
|
|
|
Re: Soft filter?
[Re: Julius]
#23344
04/13/04 19:04
04/13/04 19:04
|
Joined: Jan 2003
Posts: 4,615 Cambridge
Joey
Expert
|
Expert
Joined: Jan 2003
Posts: 4,615
Cambridge
|
i thought that you use a variable transparent sprite in front of the view. then you render the camera to the bitmap of the sprite while it is invisible. then you blur the picture (or transform it elsehow - described below) and turn it back to it's previous transparent value. by adjusting alpha and the blur radius, you can control strength of the effect. with a shader (or by the 'bright'-flag) you can either set addive, subtractive or multiply to the sprite and maybe invert it, too. by combining those effects you get great effects. examples: - addive + blur => glow
- subtractive + invert + blur => negative glow, dreamy, dark effect
- addive || subtractive + invert + glow => control over contrast and brighteness
- subtractive + glow => ugly effect (looks like a bad painting ;-)
...
hope you now understood what i meant. JOEY.
|
|
|
|