Thermal vision
Blitz3D Forums/Blitz3D Programming/Thermal vision
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I want to try to make a thermal vision like Aliens vs Predators. Who would have an idea to make this effect ? |
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Simply overlay the camera with a quad (simple square mesh) with fuzzy texture. Use multiply blend and ensure the fuzzy texture uses colours greater than 128 or all of them less than 128 (depending if you want your fuzz to add or subtract from the final image) Now use random numbers with the PositionTexture command to simulate fuzz. Use ScaleTexture if the fuzz is too blocky. |
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thank . . . |
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Sorry lol. Made a mistake in the rush... thermal vision? well I would have to recommend you use the gamma commands to change the color lookup tables. This should work well I think, however remember that it changes the colors of everything including HUD... |
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You could just use entitycolor? I know it's a pain in the arse, but still. |
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You could play around with a gradient spherical environment map. A gradient which literally took me 30 seconds and no planning can do this : I reckon with a bit more planning, a better gradient, and possibly some careful camera positioning or environment map editing on the fly, you could make it look great. |
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I will try the 2 solutions together environnement map and filter with a square mesh thank |
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And don't forget that EntityOrder() will be handy for seeing through walls. And *please* share your code if you come up with anything. That spherical gradient map thing looks like a really good effect BTW. :) |
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If the effect come out, I will tryp to share it . . . i aldready think about EntityOrder, it s very important to see throught walls in thermal mode |
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BTW - is it possible to combine enviroment mapping with Alpha? I mean in a wa that the enviroment Mapping is used as Alpha in the same time? Well, I got to test this... Edit; no, seems they don't like eachother. |
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You can if you modify your uv's manually. |
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Why not alpha the texture and darken it in some places? |
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Well, this is the first screen of my thermal vision What do you think of it ? |
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Very effective. |
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I use blue light , bleu ambient etc . . , and alpha on each entity except the 3d model, witch i apply a spherical mapping and entityfx 1 |
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That looks very good. I tell ya, spherical environment mapping is so underrated. I'm using it right now for a really slick x-ray effect. |
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Looks cool. Probably you could also use some camerafogrange cam,-200,200 and disable the fog on the Chars. An other Idea would be glowing footsteps. you could realize this like a Sprite-based Bullet-Impact System :) |
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It s a good idea But I would like to make the make 3d model blurry (I don't know if you understand that i mean) |
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Yeah, blurry, of course! Maybe you can achieve this effect with some kind of Motion Blur Imitation. There are several Methods for Blitz. |
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Had a mess with this, I have a quad plane parented to camera, its texture is taken from camera 2s viewpoint, camera 2 is small so a small image stretched to fit a quad gets some mipmapping? or blurring effect. Strangely it only does this when the quad is exactly 1 Z unit away from camera, maybe it's relative to its size? Also, adjust the commented variables for texel alignment, and the quads alpha level, and you get some funky fire effects :) The celshaded look with the 'pixely' texture overlayed looks kinda ok. All it needs is some static noise. Please post any improvements or better ideas. www.tomspeed.com/misc/nvisionBB.zip Forgot to add, it includes the ninja model that I believe was released as freeware, if that's not the case I apologise and will remove it from the zip immediately. Thanks! Tom |
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This looks very good..... |
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yes, the ninja was psionics great work, royalty free. |
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Very good |
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Might be a bit more complicated, but shouldn't the entity alpha be based upon the density of the object? This would enable a person to hide behined thicker objects. Assuming you are using types, you could store the thermal alpha for it. |