Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
I'm trying to make a user friendly "Non Linear Multi Pass Post Processor"
with cool things like "Bloom", "Depth of Field" and "Motion Blur" etc
based on simply "adding" P/P Passes and associating shaders to them..
It was just getting close to completion but, as always there is this one problem
that can only be solved by rewriting the whole thing!! Aaargh!! &^&*%^&(*&!!
Here is one such problem..
with cool things like "Bloom", "Depth of Field" and "Motion Blur" etc
based on simply "adding" P/P Passes and associating shaders to them..
It was just getting close to completion but, as always there is this one problem
that can only be solved by rewriting the whole thing!! Aaargh!! &^&*%^&(*&!!
Here is one such problem..
Re: Post Your Irrlicht Screenshots / Render Here.
Use discard to end the processing of a fragment and have "alpha ref clipping" for free on solid shaders
As for the reflection... well, you can't have everything XD
Those shaders are very neat. By the way, the lens flares are "camera lens dependant" so they draw over the whole scene, not only on the background.
As for the reflection... well, you can't have everything XD
Those shaders are very neat. By the way, the lens flares are "camera lens dependant" so they draw over the whole scene, not only on the background.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Thanks Mel! I'm trying to isolate the lens flare using a mask.. Looks like its working.
Re: Post Your Irrlicht Screenshots / Render Here.
You can read the the sun position on the screen on the ZBuffer and check whether it is ocluded by geometry or not by the depth, if it is maximum, it is on the background and you can paint it, if not, there is geometry in front of the sun, and so it is occluded. This is a really fast way to draw the flares, and you can do it not only with sun flares, but with any kind of billboard solving its depth on the vertex shader; if the billboard is frontfacing and not Y aligned (grass like billboards...), the Z value of any transformed vertex is enough to compare. And then, you can read the ZBuffer, and paint the flares later according to the results you get.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: Post Your Irrlicht Screenshots / Render Here.
Looks nice Vectrotek!
Do you have any additional information about how you did the lens-flare, I'm struggling with that?
Do you have any additional information about how you did the lens-flare, I'm struggling with that?
Re: Post Your Irrlicht Screenshots / Render Here.
@ Mel: Thanks! What you said makes sense! I looked at it in the way you explained and I got it solved!
@ Escen: I hope to post a project soon.. I'm sure you'd find something useful there..
Note: My last posted project under "Advanced Help - Realistic Water" has some lens flare but the project
is riddled with bugs, but it does work.. What Mel said is just about it..
Oh, has anybody tried getting accurate Specular with Deferred Rendering?
I'm in the middle of a Deferred Rendering nightmare..
Anyhow, The next project I post will be quite amusing I assure you..
(I got many passes rendering to and from many buffers in a non-linear way using many
masks and depth buffers etc with some interesting results)
Thanks guys!
@ Escen: I hope to post a project soon.. I'm sure you'd find something useful there..
Note: My last posted project under "Advanced Help - Realistic Water" has some lens flare but the project
is riddled with bugs, but it does work.. What Mel said is just about it..
Oh, has anybody tried getting accurate Specular with Deferred Rendering?
I'm in the middle of a Deferred Rendering nightmare..
Anyhow, The next project I post will be quite amusing I assure you..
(I got many passes rendering to and from many buffers in a non-linear way using many
masks and depth buffers etc with some interesting results)
Thanks guys!
Re: Post Your Irrlicht Screenshots / Render Here.
The Light calculation requires all the vectors to be expressed in the same space (and proportions, namely if you're using any algorithm to save normal vector space, you need to apply it correctly forth and back...)
If you're using the glNormalMatrix, you're getting the normals in view space in the GBuffer, so you need to either convert the normals to world space and work in world space, or to calculate the light and view vectors in view space, and i think you can save some precission using the view space.
If you're using the glNormalMatrix, you're getting the normals in view space in the GBuffer, so you need to either convert the normals to world space and work in world space, or to calculate the light and view vectors in view space, and i think you can save some precission using the view space.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt