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Re: Tron effects : [Re: Kartoffel] #415639
01/21/13 16:04
01/21/13 16:04
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ratchet Offline OP
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If you have some time only laugh
In fact i just need the Glow constant factor independant from sun light or amiant light.
If you can add some specular effect using the sunlight it wouldbe cool.
(caus normal map is not really needed, specially with very simple 3D models, once again if you have time whyt not also normal map!)

@txesmi :
I just tested your code, i don't see the difference ?
perhaps the glow effect is not strong enougth ?

Last edited by ratchet; 01/21/13 16:09.
Re: Tron effects : [Re: ratchet] #415645
01/21/13 18:12
01/21/13 18:12
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Okay a last question, do you want to use multiple colors for the glow effect or only one (limited per model)?


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Re: Tron effects : [Re: ratchet] #415647
01/21/13 18:48
01/21/13 18:48
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Originally Posted By: ratchet
perhaps the glow effect is not strong enougth ?

Since is an addition, dark colors are not visible at all


Re: Tron effects : [Re: txesmi] #415650
01/21/13 20:29
01/21/13 20:29
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3run Offline
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Edit: I'm a bit disappointed... Model has only one skin set on.. and all that skin has is this:

No alpha channel or so... When I draw something on it, I can see the glow effect..
But how the hell model gets a texture, if it has only this one?? I'm confused.

Last edited by 3run; 01/21/13 20:34. Reason: ***

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Re: Tron effects : [Re: 3run] #415651
01/21/13 20:49
01/21/13 20:49
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ratchet Offline OP
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I don't know how bloom works ?
One colour would be great already.




Last edited by ratchet; 01/21/13 20:51.
Re: Tron effects : [Re: 3run] #415654
01/21/13 21:16
01/21/13 21:16
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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@3Run
it looks that your bitmap editor is occluding the color of the pixel because its alpha and showing a white background color.


Re: Tron effects : [Re: ratchet] #415655
01/21/13 21:17
01/21/13 21:17
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Bavaria, Germany
Kartoffel Offline
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The way bloom works is easy:
- Make a "copy" of the rendered image
- Decrease brightness; Black parts won't be "bloomed", the brighter it is the more visible the bloom will be at the end
- Add blur to the image
- Mix the bloom image with the original image

There are some important steps missing such as downsampling, but in theory that's all.

And regarding the shader:
I'll do this tomorrow (and hopefully finish it tomorrow, too).

I thought about using the entity's red, green and blue values as glow color and using the skin's alpha channel as glow-intensity-map.

Maybe I'll also take some of my post-process shaders and combine them for you.
Probably a nice bloom shader and a zoom-blur effect ( looks nice for this kind of games wink )


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Re: Tron effects : [Re: Kartoffel] #415688
01/22/13 15:08
01/22/13 15:08
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Kartoffel Offline
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Okay this is what I've got so far:


In the screenshot I'm using my own post processing shaders with an intensive bloom.

Is this the result you're looking for?


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Re: Tron effects : [Re: Kartoffel] #415689
01/22/13 15:11
01/22/13 15:11
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3run Offline
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Potato-Man, looks sweet, how you handle the glowing map? Second skin, or in alpha channel of the first one?


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Re: Tron effects : [Re: 3run] #415690
01/22/13 15:18
01/22/13 15:18
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Bavaria, Germany
Kartoffel Offline
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Hi, nice that you like it laugh
I'm using the alpha channel of the first skin (inverted because then it is easier to take the skin and erase the glow-parts out instead of Messing around with 0% alpha on most of the skin.

Last edited by Kartoffel; 01/22/13 15:20. Reason: Damn iPod-autocorrect

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