Sand of time effect
Community Forums/Showcase/Sand of time effect
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A little rendering glow effect like 'sand of time' :) Try interactive demo : http://www.blitz3dfr.com/click/clic.php?url=http://www.blitz3dfr.com/mes_projets/egypt.zip |
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... sooo cooool. how'd ya do that, the new stuff, right :) --Mike |
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Lemme look then I'll explain ;). |
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Another bloom filter ^_^. |
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Very nice. A lot faster than the last Bloom Filter I've seen around here too (the one with the spinning car) |
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It looks to me like he's sampling the frame buffer, creating a low res texture from the samples and drawing that low res texture over top of everything else while applying alpha to it. Am I close? |
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like glow effect, i dont seem to be able to get the blur to work though, probably just me being stupid lol |
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Hey Filax - is this going to be a game or is it just another pretty demo ? |
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Seriously, is what I'm thinking correct? Or am I way off base? |
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He's sampling the frontbuffer yeah, but applying it to a sprite over the screen. You can do whatever ya want to the texture on the sprite, giving you somewhat of a shader control. Blur, saturation, etc etc. Thats why it looks pixelated on the overlay. |
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Filax did you turn the res of the texture on your version way up for that screen? Or did scaling the screenshot down smooth things out? |
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no for the screenshot i have activated my nvidia antialias. screenshot taken in 800/600. |
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Shattered Cool, OK. I thought so. :) Thanks! |
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Yeah, np :). It's what we've done in our engine, soon to be hinted about publicly ;). |
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that looks pretty decent! Even runs decently on my old rig. |
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Here is another way to do bloom effects :) http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=naama02262004175141&comments=no |
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very nice |
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you people never cease to amaze |
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Damn Blurreed vision and dude this is the best and i mean the best ive seen in blitz. I think it would be a very cool gesture if ud share the code.... and as rus says *amazed* |
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FILAX!!!! I just ran the latest Egypt demo... man, there were times walking around in there that i felt that i was really back there wondering around in one of the temples... no, really... this is CLEAN man... kudos to you big time. and, don't tell us how you did it... at least not just yet... let everyone awe at the wonder of it all... for a lil while... after all, the gods didn't let man have the secret to fire for quite a while after he showed them its wonder... make a game outta this and really get em going before you give em out the secret... :) and... Thanks for the demo. --Mike |
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Lol :) what do you smoke Red Ocktober ?? i want to ! :) For CyBeRGoth (John McCubbin) : I have download your link code, and i use similar method (there no secret) and I think that this method is faster than mine, I will test... www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=naama02262004175141&comments=no Download this great ! peace of code ! |
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... just high on life baby!!!! ... here, have a toke :) seriously though, that is really great looking stuff you've got there... --Mike |
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I realise this is just a demo of the blur and glow effect, but I noticed that you can jump up walls, and if you jump up the base of them, you can then walk up pillars. |
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I guess that motion blur code I posted a few months back helped some people out with this stuff eh? Before that I didn't see anyone using sprites in that manner and I only wrote it because no one else had posted any such code and no one could offer any advice about it either. That stuff looks awesome though combined with the tight artwork! Good job! |
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Yup BAN300 but thats the whole point of posting code, people learn from it and use it in new and interesting ways like the above demo (which is cool btw, brilliant lighting) |
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Neat... |
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sorry :) but its not a motion blur ! because the glow effect is not affected by camera moving. |
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it's just a color effect...colored multi-layer |
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Yeah, I just meant using the sprites like that. I'm happy to see the ideas branch off and form new leaves. That's what I think is so awesome about the indie community (I use its resources plenty to do everything)! |
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I don't know when you posted your code for the motion blur, but Antony Wells posted his code to achieve lots of effects using sprites like that sometime last June/July when he was working on State of the Art. I haven't got my old PC up and running at the moment, but his code was very fast on a GF2MX, even if he didn't have a scene as purdy as Filax has to show it off. I'm not sure if I still have the code to see what he was doing that made it so fast. |
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You sure know how to make Prince of Persia look bad....I mean, HOLY CRAP!, if only the dream sequences in the Max Payne games had such a beautiful effect in them.... |
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Where are the people? |
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spotted a problem... the people would get bloomed as well as the entire env... |
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Not if you hid them during the blur render, assuming that 'bloomed' somehow means 'blurred', or something related to that. |
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Everything is supposed to have the bloom effect applied to it, people included. You see it in prince of persia and other newer games such as the suffering and deus ex 2 Bright areas of an object appear to have halos surrounding them, good for glowing effects or just a general dreamy feel to games. |
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"Supposed to"? |
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Sure. Why would people be any different than pillars? The only thing that bugs me about this demo is the waddly walk. Not only is it annoying; but it's unrealistic - people simply do not throw their heads around like that when they walk. Unless this is some kind of "Humpty Dumpty goes to Egypt" thing. Sorry to pick on a minor point in an otherwise very nifty looking demo. |
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LOL. I expect he spent hours perfecting that waddly walk, only for you to come along Mr Flack and compare it to Humpty Dumpty. Its obviously the way mummies walk, haven't you seen the old films ;) Anyway Filax, great level, great FX, bloomin lovely. |
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10x for clearin that up |
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Everything is supposed to have the bloom effect applied to it, people included. Uh.. our engine has selective bloom filtering, as well as radial and linear blur. Are we breaking some laws? ;) |
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In a game like Unreal, I would probably not apply the effect to characters, because you want them to be really visible. |
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Obviously these effects don't have to be on everything, which is why shattered and myself are currently supporting any number of selective post processing passes on a camera view... Need For Speed Underground is an example of stuff like this... (although it's a motion blur there), You'll se that each object is blurred based on it's speed diffrence with your car, which means your car isn't blurred at all and cars that are near your speed aren't either. |
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Check these screenies out - they appear to have used a bloom fx particularly on the sky, but I think it might include the ground as well. http://www.ferrago.com/image/3170/13 Does seem to enhance the realism |
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Are we breaking some laws? ;) Yeah! Stop it!! :P |
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Really smooth movement and sharp graphics, fantastic. I may have missed it somewhere but are you making a game out of this? Hmmm, perhaps a silly question... |