Post-processing effects test (SSAO/HDR/Bloom)
#661
Posted 10 July 2012 - 01:00 PM
#662
Posted 10 July 2012 - 01:13 PM
I'll look int it, but it works for me.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#663
Posted 10 July 2012 - 03:31 PM
Edited by myconid, 10 July 2012 - 03:31 PM.
#664
Posted 10 July 2012 - 03:52 PM
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Could it be applied to an unanimated actor just to see what the affect might look like on the unit?
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I'm attaching the black and white elevation map, maybe I didn't convert it correctly - or maybe the brightness and contrast needs to be greater.
Sorry for pestering you so, I'd try it myself but ... well you know that story.
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
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#665
Posted 10 July 2012 - 04:37 PM
Wijitmaker, on 10 July 2012 - 03:52 PM, said:
Could it be applied to an unanimated actor just to see what the affect might look like on the unit?
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http://imgur.com/a/Siwn4
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In fact, do you have any other elevation maps I can play with?
#666
Posted 10 July 2012 - 05:04 PM
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#667
Posted 10 July 2012 - 05:19 PM
#668
Posted 10 July 2012 - 05:21 PM
#669
Posted 10 July 2012 - 08:02 PM
Edit: scrap it, it may already be in the game…
Edited by wraitii, 10 July 2012 - 08:08 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#670
Posted 10 July 2012 - 08:10 PM
wraitii, on 10 July 2012 - 08:02 PM, said:
#671
Posted 10 July 2012 - 08:11 PM
g_Game->GetWorld()->GetTerrain()->GetHeightMap();with lineskip being
m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();Values are unsigned 16-bit ints.
What on earth do you need raycasting for??
#672
Posted 10 July 2012 - 08:20 PM
Edited by wraitii, 10 July 2012 - 08:20 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#673
Posted 10 July 2012 - 08:29 PM
wraitii, on 10 July 2012 - 08:20 PM, said:
#674
Posted 10 July 2012 - 08:29 PM
- First render the terrain.
- Get the depth buffer which tells us the distance between the camera and the ground at each fragment.
- Pass the depth buffer as a texture into the water shader.
- Transform the water plane and calculate the depth value of each vertex, then interpolate with varying.
- We now have the depth of each point on the plane and the depth of each point on the terrain exactly behind it.
- A - B = the distance light travels through water.
#675
Posted 10 July 2012 - 08:33 PM
(and no, I indeed didn't need real raycasting, just some info about the heightmap, or the depthbuffer, though I hadn't thought of that).
Would this (particularly points 4/5) require rendering the water twice?
Edited by wraitii, 10 July 2012 - 08:36 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#676
Posted 10 July 2012 - 08:44 PM
wraitii, on 10 July 2012 - 08:33 PM, said:
(and no, I indeed didn't need real raycasting, just some info about the heightmap, or the depthbuffer, though I hadn't thought of that).
Quote
#677
Posted 10 July 2012 - 08:47 PM
myconid, on 10 July 2012 - 04:37 PM, said:
Ah, ok. Created a new map using a 3x3 Sobel filter, as opposed to the 2x2 filter you used. Using GIMP's normalmap plugin. Still pretty subtle.
http://imgur.com/a/Siwn4
Don't worry, I don't mind at all. After all, I want to test this as well!
In fact, do you have any other elevation maps I can play with?
That celtic texture looks very nice, I think that did well. I was hoping for a little better results with the unit texture, but I'm afraid I can't do much about it because I didn't make that one. I also don't have any more elevation maps. Though I could make another to demo. Is there one you had in mind you would like to see? I think all the shield textures have some benefit from both the specular and normal mapping.
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#678
Posted 10 July 2012 - 08:49 PM
@Don't overstress yourself: the less I can work on shaders, the more I'll work on my bot
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#679
Posted 10 July 2012 - 09:06 PM
Wijitmaker, on 10 July 2012 - 08:47 PM, said:
wraitii, on 10 July 2012 - 08:49 PM, said:
@Don't overstress yourself: the less I can work on shaders, the more I'll work on my bot
#680
Posted 10 July 2012 - 09:49 PM
myconid, on 10 July 2012 - 04:37 PM, said:
http://imgur.com/a/Siwn4
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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