Well, christmas is over. I got my books...and started playing around immediately
Volumetric fog/clouds/fire/explosions
things to do:
- create a noise map through shaders and apply it to final result to add detail.
- Get rid of three nasty seams i get when downsampling the image
mockup:
High Dynamic Range Rendering (weeeee~)
Looking directly into the sun:
Looking away from the sun (same camera position):
to do:
dynamically adjust gamma of the bloom effect, simulating the human eye getting used to overbright areas.
As for the DoF effect:
Runs much faster now. I realized i didn't correctly applied downsampling and always passed the full sized image to the shader instead of a downsampled image (1/16 of the original scene).
I don't know how moch more work i will put into this stuff at the moment as i have to finish some things till the end of january. So don't expect too many updates. But i think i will work some more on these till the end of the year. Maybe I'll get it finished, we'll see
Well, anyway: Hope you like it!
[edit] I'm working on a tft with a baaaaad colorscheme/brightness at the moment and therefor don't know if the used values for the shaders look good on "normal" tfts/crts. Sorry for that