Doom 3 light glow

Posted By: Matt_Aufderheide

Doom 3 light glow - 07/13/05 03:38

Anyone notice in Doom 3 the lights have a sort of volumetric glow? What's the procedure for doing this.. I cant figure it out.. is it some kind of depth based trick like the DX SDK example?
Posted By: ello

Re: Doom 3 light glow - 07/13/05 06:25

ever thought of an (inverse) stencilshadow?? i suggested this to jcl a while ago.
using a volumetric texture (animated) and inner->outer color fade would add the little extra to it.
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 07:50

hmm.. not sure what you mean.. can you explain a little better..?
Posted By: ello

Re: Doom 3 light glow - 07/13/05 07:59

i mean using the same technique that is used for shadows, but with a visible extrusionshaft and volumetric textures plus color gradient added. there are so many possible parameters using this.

thus you can have the source for the extrusion in center of a lightbulb (for spherical or surrounding glow) and if the source is placed outside (for example a rectangle) you could have a light shaft like for windows
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 08:05

hmm.. maye could work.. i dont know how volumetric texture work tho.. i will look into it. Do you think this is how they do it in the Doom3 example? i cant find anythign out on it..
Posted By: ello

Re: Doom 3 light glow - 07/13/05 08:12

i dont know doom3 yet, but i think this is a good way to achive various light fx.
you should consider having gobo-textures, parameters for wind-speed, maybe no volumetric texture, but 3d noise fomulas for the cloudy/dusty appearance
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 08:39

what's a gobo texture? I'm afriad i dont really understand what you are talking about.. i just want a simple volumtric glow for now.. just like in Doom3.. i'm sure you can find some screenshots for what i mean..this can be faked using a vertex shader, but's slow and doesnt look smooth.
Posted By: XeXeS

Re: Doom 3 light glow - 07/13/05 08:56

I think it is a post processing effect.
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 09:01

what's a post processing effect .. the gobo texture or the doom light glow?
Posted By: ello

Re: Doom 3 light glow - 07/13/05 09:35

you can extract the brightest parts of an image and add a postprocessing filter to it:
original:

brightest parts:

example starglow:

result:


so you would need to render the view into a buffer, use some calculations (multiplication, pow , saturation methods) to it, then blur the result of this (as stars or just gaussian blur) and use this result to brighten the base(rendered view) . as usual this should be the texture of a screen aligned quad.


a gobo is some kind of projection texture, i mentioned this because you where talking about volumetric lights and the gobo-technique adds a lot. but you aren't talking about this as i know now
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 10:04

hrmm.. i know all about post processing.. nevermind..this Doom3 effect isnt not post processing
Posted By: ello

Re: Doom 3 light glow - 07/13/05 10:13

well, there are only two (or three) ways of doing it.
1. shader which transforms the vertex position and applys a shiny blur on it
2. post processing as i described
3. rendering the ligth models into a separate buffer and apply the blur there (nearly like 2.)

who tells you its no postprocessing? i had a search for some screenies and i cant tell that its no postprocessing
Posted By: Matt_Aufderheide

Re: Doom 3 light glow - 07/13/05 10:38

ok nvermind if figured it out.. this is just some vertex trick with a model.. its nothing fancy, but still looks nice
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