|
Re: Shade-C v0.90 released
[Re: BoH_Havoc]
#234804
11/04/08 19:37
11/04/08 19:37
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
|
Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
|
I've been implementing this new version. And am having an old problem where it looks like the DOF affects everything my very large levels. I was wondering, how would I get it so I could see the depthmap, and have it displayed on screen? In the old version I did this: s_ppe(1,"s_showRT.fx",nullvector); s_ppeTex(1,1,s_bmap_depth); This would help to debug it, as things changed since I last worked with the old version for testing. But now I'm at the point where I want to get it working well. And I just love what you've done here, thanks so much for continuing to work on this!
|
|
|
Re: Shade-C v0.90 released
[Re: BoH_Havoc]
#234822
11/04/08 21:22
11/04/08 21:22
|
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
|
Expert
Joined: Feb 2006
Posts: 2,185
|
nice to see that things are still going, however slow, they are going. And that's good. xXxDisciple is looking into making an active inline like what is used in the naruto shader, if he gets this working I'll probably be adding it to the Toon shader that I have modified, possibly even add up to 8 lights to the shader as well. So far I've changed it a bit myself, and if anyone is interested I can post code.
BoH: Nice to hear from ya, good luck with shade c development.
- aka Manslayer101
|
|
|
Re: Shade-C v0.90 released
[Re: BoH_Havoc]
#235934
11/11/08 00:10
11/11/08 00:10
|
Joined: Nov 2008
Posts: 1
0mega
Guest
|
Guest
Joined: Nov 2008
Posts: 1
|
I'm still working on shade-c of course, but partying and getting drunk is more important for me now / needs more time.
Fixed for clarity! :p /0mega a fellow student of Havoc :>
|
|
|
Re: Shade-C v0.90 released
[Re: Drew]
#236296
11/13/08 13:11
11/13/08 13:11
|
Joined: Aug 2006
Posts: 155
RyuMaster
Member
|
Member
Joined: Aug 2006
Posts: 155
|
Hi! Is it normal that motion blur shader works only in while(1) loop? Like, if I add it only once, I see no effect? ////////////////////////////////////////// sc_ppAdd(sc_mtl_pp_HBlur, camera, 0); sc_mtl_pp_HBlur.skill1 = 0.1; //////////////////////////////////////////
And I wonder, is it possible to use glass shader as simple real-time mirror? I see there are reflection headers, but they have no their own materials or something.
What kills me not, that makes me stronger.
***Working on RPG/RTS***
|
|
|
Shade-C v0.91 : Ambience Occlusion is on it's way
[Re: RyuMaster]
#236815
11/16/08 18:28
11/16/08 18:28
|
Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
|
OP
User
Joined: Jun 2004
Posts: 655
to your left
|
Hi! Is it normal that motion blur shader works only in while(1) loop? Like, if I add it only once, I see no effect? ////////////////////////////////////////// sc_ppAdd(sc_mtl_pp_HBlur, camera, 0); sc_mtl_pp_HBlur.skill1 = 0.1; ////////////////////////////////////////// no, this shouldn't be the case. Try setting sc_mtl_pp_HBlur.skill1 = 0.1; before calling sc_ppAdd
//////////////////////////////////////////
sc_mtl_pp_HBlur.skill1 = 0.1;
sc_ppAdd(sc_mtl_pp_HBlur, camera, 0);
//////////////////////////////////////////
that should be it. And thanks for the hint with motionblur! I never thought of using a simple horizontal & vertical blur to create a motion blur effect. But now you mention it, it's actually possible. I will add motion blur to my to do list. And I wonder, is it possible to use glass shader as simple real-time mirror? I see there are reflection headers, but they have no their own materials or something. No, sorry, you can't do that with the glass shader. But a mirror function would be nice. Also added to my to-do list. In other news: Ambience Occlusion is coming along nicely! Still needs work, but it looks waaaay better than yesterday The pictures above use an encoded depthmap with 50000 quants depth at the moment (which is the same as camera.clip_far!So yeah, it should be enough for most applications ). The downside is, that in order to encode the depthmap i had to kick out the dynamic water depth for the watershader. Have to think about a solution here...do you guys actually use dynamic waterdepth? hope you like it cheers [edit] forgot to mention: The ssao shader needs pixelshader 2.a, framerate is around ~27fps with all features of Shade-C enabled and a resolution of 1024x768. No floating point textures are used
Last edited by BoH_Havoc; 11/16/08 18:36.
|
|
|
Re: Shade-C v0.91 : Ambience Occlusion is on it's way
[Re: BoH_Havoc]
#236819
11/16/08 18:33
11/16/08 18:33
|
Fear411
Unregistered
|
Fear411
Unregistered
|
looks great.
BTW: could you check your pms?
|
|
|
|