Specular Blur
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Specular Blur
Hi all !
I don't know if it has been discussed before (i've searched but found nothing related) or if it's already implemented in OGRE, but I'd love to be able to do effect like the one on this picture (from TES4 : Oblivion ) :
You can easily see it on the armor.
Is it possible ?
Thanks for response !
I don't know if it has been discussed before (i've searched but found nothing related) or if it's already implemented in OGRE, but I'd love to be able to do effect like the one on this picture (from TES4 : Oblivion ) :
You can easily see it on the armor.
Is it possible ?
Thanks for response !
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You can do it with a fullscreen glow pass, there are several examples of doing post-filter effects in Ogre, such as the heatvision effect .
http://www.ogre3d.org/phpBB2/viewtopic. ... postfilter
http://www.ogre3d.org/phpBB2/viewtopic. ... postfilter
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Thanks ! Too bad the code ins't fully up to date !
I got rid of the classic :
"cannot convert parameter 1 from 'float' to 'const class Ogre::Radian &'"
And corrected the old "attachLight" usage (by replacing by attachObject)
And I got this :
Cool effect ! But I don't think it's the thing it's supposed to be !
Am I wrong ?
I got rid of the classic :
"cannot convert parameter 1 from 'float' to 'const class Ogre::Radian &'"
And corrected the old "attachLight" usage (by replacing by attachObject)
And I got this :
Cool effect ! But I don't think it's the thing it's supposed to be !
Am I wrong ?
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Fredz has mirrored it on his site here :
http://frederic.lopez.free.fr/ogre/Ogre ... Vision.zip
Thanks to him !
@ Kencho : The problem is that there are actualy entities in that scene (a ninja and a cube if I remember well)
@ :wumpus: : That's what I thought. HDRI isn't realy designed for real time is it ? I only know it's used to perform realistic lighting with 3d apps like 3dsmax.
http://frederic.lopez.free.fr/ogre/Ogre ... Vision.zip
Thanks to him !
@ Kencho : The problem is that there are actualy entities in that scene (a ninja and a cube if I remember well)
@ :wumpus: : That's what I thought. HDRI isn't realy designed for real time is it ? I only know it's used to perform realistic lighting with 3d apps like 3dsmax.
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@ Kencho : Too bad !
@ :wumpus: : Interesting. In fact, I have a pretty good card and I am pretty sure that what I'm programming will never get out of my machine so it would be intersting to have a go !
Also, if I ever release a game, it will be in thousand years at least !
So I think computers witch will use it wont be overkilled !
More seriously, has anyone information about real time HDR ? Website or else.
Thanks for answering all
@ :wumpus: : Interesting. In fact, I have a pretty good card and I am pretty sure that what I'm programming will never get out of my machine so it would be intersting to have a go !
Also, if I ever release a game, it will be in thousand years at least !
So I think computers witch will use it wont be overkilled !
More seriously, has anyone information about real time HDR ? Website or else.
Thanks for answering all
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I didn't realise that there is an HDR example in the DirectX SDK !
I'm taking a look at it and it's pretty usefull !
@ Ryan : Yes, bloom will do it well. But all samples I've seen so far had "blinking blur". See the "PostProcess" sample from the DX SDK.
EDIT : There is also real-time HDR lightning !!
see : http://www.daionet.gr.jp/~masa/rthdribl/index.html
The program is 20 Mo and too beautiful to explain !
Ps : Thanks for the link supersuper
I'm taking a look at it and it's pretty usefull !
@ Ryan : Yes, bloom will do it well. But all samples I've seen so far had "blinking blur". See the "PostProcess" sample from the DX SDK.
EDIT : There is also real-time HDR lightning !!
see : http://www.daionet.gr.jp/~masa/rthdribl/index.html
The program is 20 Mo and too beautiful to explain !
Ps : Thanks for the link supersuper
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