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Re: Is there a REAL Blur shader? [Re: ello] #43186
03/25/05 03:40
03/25/05 03:40
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Joined: Oct 2003
Posts: 1,550
United Kingdom
As i said in my mail, im gonna isolate it and test some more. probably me being a noob


The Art of Conversation is dead : Discuss
Re: Is there a REAL Blur shader? [Re: ello] #43187
04/01/05 09:11
04/01/05 09:11
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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here is a simple motion bluring I did in a test ( was testing something else, just ended up with the bluring by mistake)

no shaders or placing entities in front of a view or render to view/rendering to bmap used.



it was simply done with 2 views. each camera side by side about 20 quants apart. ( i used a simple model )

vec_for_vertex(temp,me,378);
vec_set(camera.x,temp.x);
camera.pan = player.pan;// right camera
vec_for_vertex(temp,me,408);
vec_set(camera2.x,temp.x);
camera2.pan = player.pan;// left camera

sort of like binocular vision that's unfocused ( human sight is binocular but we focus on a distant object normaly)

with camera2 set to transparent and alpha = 50;
you can get a bit more blur if you turn each cameras pan by .1 ish values such as

vec_for_vertex(temp,me,378);
vec_set(camera.x,temp.x);
camera.pan = player.pan +.1;
vec_for_vertex(temp,me,408);
vec_set(camera2.x,temp.x);
camera2.pan = player.pan-.1;

or you could set a focal vecter far out in front of both cameras and have both cameras turn to face it after adjustign for player.pan first.

this should make items at vector distance in focus and items that get realy close or far away blurry.

FPS you could do continual traces for setting focal point.

Re: Is there a REAL Blur shader? [Re: Grimber] #43188
04/04/05 19:23
04/04/05 19:23
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Joined: Oct 2003
Posts: 1,550
United Kingdom
I have experimented with overlaying views, as well as applying a view to the skin of a model in front of the camera... So far the results are not what I am looking for, and mainly appear as a blurry ghost view... not really the effect that I was hoping for.

After some fiddling about with the above shader code and no results I took a step back and just tried to get some shaders to run, now thats working, I hope to revisit the above suggestions and try to get some better results.

I will post my findings as and when. Thanks for all the help guys.


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