IRR|Cinema studio: some water for the thirsty
thanks
however i thought the "fix" of you would removed the blurness... well im looking for a HDR-shader thats not so blurred...
however i thought the "fix" of you would removed the blurness... well im looking for a HDR-shader thats not so blurred...
My Blog: http://www.freakybytes.org
CHdrModule(IrrlichtDevice* m_device,scene::ISceneManager* m_smgr,int m_screenx, int m_screeny, float m_exposure, float m_glowres, int m_nearestpower);
//sets scope size 0.25= quarter of screen etc...
void setScope(f32 scope);
//sets focus of camera at this position of the screen
void setFocalPoint(int x,int y,float focusSize);
or you can alter the guassian blur arrays ( i didnt want to pass it as a uniform from the cpu since multiplying that blur value to adjust that blur array every frame is a waste of operations.)
//sets scope size 0.25= quarter of screen etc...
void setScope(f32 scope);
//sets focus of camera at this position of the screen
void setFocalPoint(int x,int y,float focusSize);
or you can alter the guassian blur arrays ( i didnt want to pass it as a uniform from the cpu since multiplying that blur value to adjust that blur array every frame is a waste of operations.)
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
whats the best way to set the focus (if i guess right for DOF)? using collision detection?
greets,
Halan
edit: to understand me. DOF is allways focousing what is in the center of the screen... so ive to check with collision detection how far that is ...
greets,
Halan
edit: to understand me. DOF is allways focousing what is in the center of the screen... so ive to check with collision detection how far that is ...
My Blog: http://www.freakybytes.org
No, it's blurred for me. This because the camera isn't focused on anything useful, I believe.Halan wrote:thanks
however i thought the "fix" of you would removed the blurness... well im looking for a HDR-shader thats not so blurred...
Didn't posttools first demo have keys you could use to focus the camera?
I just checked posttools first DOF demo and you can alter parameters via functions keys. Not sure why he didn't add this to the second demo, though.Halan wrote:thanks
however i thought the "fix" of you would removed the blurness... well im looking for a HDR-shader thats not so blurred...
As I say, I'm going to port the demo to Direct3D and convert the shaders to HLSL. I'll add his code from the first demo.
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Re: IRR|Cinema studio: some water for the thirsty
This is very nice.
But as @qez111 write also, I can't find a working link for a demo/source code/shaders.
What happened?
And the shadows tooomaremad wrote:Coming soon this is a project which most of the code is ready but needs cleaning up and sorted in classes
It is basically a set of classes that enable cinematic like rendering see the following:
-HDR rendering
-motion blur on camera velocity
-scope effect
-focus on certain objects(nodes) mouse pos or manual
-pixel shader based spot light that is easy to use
-light saturation on models for a toon-ish effect ie: sort of like this pic:
( i tried to emulate this method myself this this pic is not the final result)
...
But as @qez111 write also, I can't find a working link for a demo/source code/shaders.
What happened?
I want your shadow code very much.
omaremad wrote:Ok i was trying to do softshaddows with tradtional methods of placing a camera at a light and capturing the images of the shaddow making object then projecting that but that method became too slow when many nodes where used as the too many render targets acted as a limiting factor no matter how simple the scene was
therefore i made my own method that utilises stencil shaddows then blurs them, this method means only one rendertarget is used no matter how many shaddow nodes are used, the stencil shaddow output is then blurred and used.
here is the result
this required allot of manipulation to irrlichts rendering orders but it only changes smg->drawALL() to smgr->drawALL(shaddow)
Looking back at this, its quite interesting if its added to irrlicht in fixed function mode. It wont intefere with custom shaders(unless the vertex shader is moving vertices in any way diffrent from the fixed function transform) and wont have all the bugs of shadow mapping.
I'll discuss how we can integrate this on irc.
I'll discuss how we can integrate this on irc.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Shon the non-believer, shoooooon...wont have all the bugs of shadow mapping.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net