1 registered members (AndrewAMD),
946
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Tron effects :
[Re: Kartoffel]
#415693
01/22/13 15:22
01/22/13 15:22
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
Wow that's it a real bloom effect. I never seen that effect on any 3DGS project (or i simply missed them) ! I think it should be part of the next 3DGS official download It's so usefull for ancient magic, futurist things and levels or simply to make some retro glowing games.
Last edited by ratchet; 01/22/13 15:23.
|
|
|
Re: Tron effects :
[Re: ratchet]
#415698
01/22/13 15:47
01/22/13 15:47
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
OK, so for example, if I need some glowing splashes on the box, I need to pain those splashes on the texture, and then, make then black on the alpha channel? I'm not 100% sure what you mean but I think you understood it right It's simple: full alpha = now glow, no alpha = max glow in gimp for example I would create a new, transparent layer (which will be the glow mask), paint the parts which should be illuminated and the use selection from alpha. Now you just have to select the base layer and hit 'del' to delete the selected parts. These will glow then Of course it is important that the file format supports alpha. @ratchet thanks for the kind words I'll try to make a simple (but similar) bloom-shader for you With this the glow effect should look nice. It's so usefull for ancient magic, futurist things and levels or simply to make some retro glowing games. The main idea of bloom is using it on the whole scene, not just specific parts like glowing stripes With this all bright areas of the screen will look bright - and this makes the whole scene seem more realistic. For my bloom shader I tried to make the effect intensive and noticable but still smooth, so without having a brightness overkill
POTATO-MAN saves the day! - Random
|
|
|
Re: Tron effects :
[Re: 3run]
#415705
01/22/13 15:57
01/22/13 15:57
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
Nice man, are you going to share this? the object shader?yes, of course. That's why I created it. my bloom shader?yes, but that probably needs some time and it won't be 100% the same. (the one I'm using is pretty complex, because it's using multiple bloom layers) my pp-shader pipeline?no. I'm sorry but I just won't share the whole thing.
POTATO-MAN saves the day! - Random
|
|
|
Re: Tron effects :
[Re: Kartoffel]
#415706
01/22/13 16:00
01/22/13 16:00
|
Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
|
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
my pp-shader pipeline? no. I'm sorry but I just won't share the whole thing. No man, I don't need your whole pipeline And I don't need bloom as well, only the glow shader.
|
|
|
Re: Tron effects :
[Re: 3run]
#415707
01/22/13 16:48
01/22/13 16:48
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
okay, here you (two) go: download (~1.14 Mb)...and what it includes / supports: - per pixel lighting, diffuse and specular (blinn-phong model)
- all light types (directional- [sun], point- and spotlights)
- normalmapping, 2nd skin is used as normalmap
- some little stuff like overall-light-brightness and alpha-clip
- ambient lighting; the material's and the entity's ambient values are added together
- and the self illumination effect, of course; controlled by the alpha value as I've explained before
All the settings can be done by using the #defines in the shader file so have a look at it. To disable normalmapping for example just comment the line: #define EnableNormalmappingI also generated a quick normal-map to test it and for showing you the effect At the moment it doesn't support fog I still have to do this, but for now this should be enough for you to start using the shader.
Last edited by Kartoffel; 01/22/13 16:56. Reason: my bad grammar...
POTATO-MAN saves the day! - Random
|
|
|
Re: Tron effects :
[Re: 3run]
#415743
01/23/13 09:31
01/23/13 09:31
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
@Kartoffel: Thanks a lot, that really kind, specially for the time you put on it The shader is not for me also, and i hope it to be in the official 3DGS shader library soon. I don't think i'm the only one that would like to use Glow on a game. ---------- I tested it, and it's good, but i don't see a lot the bloom factor , perhaps i will use it combined with a lot more Glowing one for special objects ? On the image upper, as you can see on horizontal platforms you can run on them, the white rectangular parts are really glwoing a lot , perhaps it comes from a big Bloom effect on the scene ? ( I'll test your shader in some basic flat poly models to see how it runs already on a game scene )
Last edited by ratchet; 01/23/13 09:53.
|
|
|
Re: Tron effects :
[Re: ratchet]
#415770
01/23/13 13:56
01/23/13 13:56
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
What I've uploaded is just the objectshader, no bloom. It 'only' illuminates the glowing parts and adds no bloom effect to it.
POTATO-MAN saves the day! - Random
|
|
|
|