[Free]The Postprocessing Collection

Posted By: Slin

[Free]The Postprocessing Collection - 09/18/07 15:41

Hey,
I proudly present "The Postprocessing Collection" to you.
This is a collection of easy to use and hopefully usefull Postprocessingeffects.
I got them from all over the net, but mainly out of the 3DGS Forum.
Here goes a big thanks to PHeMoX, BoH_Havoc and XeXeS.
It may isnīt the biggest but as I hope the easiest to tweak and use collection you can think
of, but it contains at least 20 different effects with via c-script changeble values.

To use them, you need A6 Commercial and a plugin for render to texture, A6 Pro or A7 Com/Pro!
The level can be only opend with A7, sorry for this...

There are some usefull functions missing, but I wanted to get it done, so I left them. Write them yourself if needed


Here is an overview over the effects:


Download it here .
Posted By: Felixsg

Re: [Free]The Postprocessing Collection - 09/18/07 15:47

I not already download
but thank for this contribution
Posted By: Pappenheimer

Re: [Free]The Postprocessing Collection - 09/18/07 16:21

Wow! What an impressing collection!
Thanks a lot for your efforts!

*standing ovations*
Posted By: Anonymous

Re: [Free]The Postprocessing Collection - 09/18/07 16:58

wow thx a lot.
Posted By: Vini

Re: [Free]The Postprocessing Collection - 09/18/07 17:14

it only works if the resolution is 1024*768, if I try any other (800*600,640*480) some glitchs appears...
Posted By: Slin

Re: [Free]The Postprocessing Collection - 09/18/07 19:04

Quote:

it only works if the resolution is 1024*768, if I try any other (800*600,640*480) some glitchs appears...




Hey, thanks for this hint, I forgot about such a problem...
Iīm just working on a fix
Posted By: Trooper119

Re: [Free]The Postprocessing Collection - 09/19/07 03:56

If these work for A7, I take it you submitted this into the contest? Either way, thanks a bunch, download now *drooling commencing*
Posted By: sPlKe

Re: [Free]The Postprocessing Collection - 09/19/07 04:00

cant get it to run. while i managed to get your watershader to run, this one says syntax erro float...
dunno...
Posted By: BoH_Havoc

Re: [Free]The Postprocessing Collection - 09/19/07 11:51

Nice contribution you have there
I think i have a few more PPEs on my hd (toon,posterize,matrix-effect,fisheye,etc). I'll see if i can find them. Maybe you can add them to your pack if you think they are worthy


Quote:

If these work for A7, I take it you submitted this into the contest?



There's a contest going on at the moment? Do you have link? I would be very interisted in that
Posted By: Shadow969

Re: [Free]The Postprocessing Collection - 09/19/07 12:25

check out latest AUMs
Posted By: Slin

Re: [Free]The Postprocessing Collection - 09/19/07 13:01

Quote:

Nice contribution you have there
I think i have a few more PPEs on my hd (toon,posterize,matrix-effect,fisheye,etc). I'll see if i can find them. Maybe you can add them to your pack if you think they are worthy




Sure, I should have asked you earlier

Quote:


If these work for A7, I take it you submitted this into the contest? Either way, thanks a bunch, download now *drooling commencing*





I havenīt supmitted it for the contest, because it fits in no way to the rules of the contest. It is not written in lite-c and even if, it would be only a small contribution and not a demo to showcase lite-c.

Thanks for all your coments,
Slin
Posted By: Poison

Re: [Free]The Postprocessing Collection - 09/19/07 15:25

AWESOMEEEEEEEEEEEEE

SLIN "you" ARE THE BEST
Posted By: PHeMoX

Re: [Free]The Postprocessing Collection - 09/19/07 17:05

Sweet collection Slin! Keep up the good work,

Cheers
Posted By: frazzle

Re: [Free]The Postprocessing Collection - 09/19/07 17:48

Great work indeed, I can only rate you 5-stars once
Btw, did you got your inspiration from Facewound his postprocessing effect tutorial ??

Cheers

Frazzle
Posted By: Slin

Re: [Free]The Postprocessing Collection - 09/19/07 19:17

Quote:

Btw, did you got your inspiration from Facewound his postprocessing effect tutorial ??




Sure
Though I mainly converted the already by BoH_Havoc for the use with Sylex 3.0 converted files Most of them are from facewounds tutorial. The Bloomeffect comes from XeXeS as well as the raindropseffect. Two or three are converted from the NVIDIA Shader Library, and the pulsating effect was created by myself but inspired by reading "pulsating" in the NVIDIA Shader Library.

I should update my Blog with these files...

Slin
Posted By: William

Re: [Free]The Postprocessing Collection - 09/20/07 11:44

Thank you for all your work in creating this collection.
Posted By: zazang

Re: [Free]The Postprocessing Collection - 09/20/07 14:04

GREAT work Slin !...but I just couldnt locate the Bloom shader.
Could u teme where it is ?
Once again great effort !

regards
zazang
Posted By: flits

Re: [Free]The Postprocessing Collection - 09/20/07 15:11

i do like the rain view but i dont get it to work i did read the read.me
but its saing error floatv
Posted By: Slin

Re: [Free]The Postprocessing Collection - 09/20/07 17:35

Iīm sorry about the floatv error...
If you have it, replace every floatv with float

This is what the Manual says:
Quote:


floatv() replaces the C-Script float() function.




Posted By: sPlKe

Re: [Free]The Postprocessing Collection - 09/21/07 05:27

ill try that^^

edit: it runs now, but i get a completely white screen?
Posted By: Slin

Re: [Free]The Postprocessing Collection - 09/21/07 11:40

Are you using the render to texture plugin from ChrisB?
Because this sounds as if the rtt doesnīt work...
Posted By: sPlKe

Re: [Free]The Postprocessing Collection - 09/21/07 13:42

i am, the water shader from y<our last contribution works well...
Posted By: Slin

[Free]The Postprocessing Collection - 09/22/07 10:47

I plan to upload an improved version, but I actually donīt have the time to add, what Iīd like to add, so it will take some time until you get it.

There where some framerate issues wich are easily to fix.
Just replace the old function PP_Toggle_OnOff with this one:

Code:

function PP_Toggle_OnOff()
{
if(PP_Quad.visible == on)
{
camera.visible = on;
PP_Cam.visible = off;
PP_Quad.visible = off;
}else
{
PP_Cam.visible = on;
PP_Quad.visible = on;
camera.visible = off;

while(PP_Quad.visible == on)
{
vec_set(PP_Cam.x,camera.x);
vec_set(PP_Cam.pan,camera.pan);
wait(1);
}
}
}


Posted By: gedimaster

Re: [Free]The Postprocessing Collection - 11/04/07 13:58

hi slinn,

thanks for the great job. but the effects didn't come out when i run in on vista, a7 pro and geforce go7400 (notebook). the program runs but there's no visual efx, only 1 vertical line scanning thro the screen and when i press 't', the only thing i see is the line being switched on and off.

anyone experienced the same thing? please help. thanks.
Posted By: MrCode

Re: [Free]The Postprocessing Collection - 11/06/07 05:43

If you want too see the other effects you have to go into the PP_Main.wdl file and edit the line "PPQuad.material= ScratchedFilm_mat;" to something else, like RainDrops_mat. (I thought that one was especially cool, ).
Posted By: George

Re: [Free]The Postprocessing Collection - 11/07/07 19:34

The following Aum includes a demo of these great effects that's a bit easier to set up and use. Aum68 should be out in about a week.
Posted By: frazzle

Re: [Free]The Postprocessing Collection - 11/07/07 19:38

Quote:

The following Aum includes a demo of these great effects that's a bit easier to set up and use. Aum68 should be out in about a week.




Great, looking forward to it George

Cheers

Frazzle
Posted By: Joozey

Re: [Free]The Postprocessing Collection - 11/08/07 22:45

Ohmyghawt yes! yeess!!! aaaahh!!! thanx!
I missed it, how could I?!
Posted By: Slin

Re: [Free]The Postprocessing Collection - 11/17/07 15:32

I added this collection to the Wikis "Shaders" section!
Posted By: Felixsg

Re: [Free]The Postprocessing Collection - 11/17/07 20:53

thanks to you the wiki appear to be revived
Posted By: Pappenheimer

Re: [Free]The Postprocessing Collection - 11/18/07 00:26

Thank you very much for your efforts!
Posted By: nauht

Re: [Free]The Postprocessing Collection - 11/21/07 04:30

Hi,

I'm trying to add this to my own project with A7. I've converted the CScript code to lite-C and I noticed that when I try to enable the effects, the framerate drops but the effects don't show up? Here's my code:

PP_Effects.c:
Code:

#include "main.h"

// Blur in all directions (Lowquality)
MATERIAL* SimpleBlur_mat =
{
effect = "simpleBlur.fx";
}

function SimpleBlur_set_Value(Blur)
{
SimpleBlur_mat.skill1 = floatv(Blur); // should be higher than 1
}


// Blur in all directions (Highquality)
MATERIAL* ComplexBlur_mat =
{
effect = "complex_blur.fx";
}

function ComplexBlur_set_Value(Blur)
{
ComplexBlur_mat.skill1 = floatv(Blur); // should be very small between 0.001 and 0.05
}



PP_Main.c:
Code:


#include "PP_Effects.c"

VIEW* PP_Cam;

BMAP* ppe_quad = "graphics/PPE_Quad.tga";

ENTITY* PP_Quad =
{
type = ppe_quad;
layer = 1;
view = camera;
flags = VISIBLE;
x = 10;
y = 0;
z = 0;

scale_x = 1;
scale_y = 1;
}

function PP_Init_startup()
{
PP_Cam = view_create(1);
PP_Cam.bmap = bmap_for_entity(PP_Quad,0);
}

function PP_Init_Effect()
{
PP_Quad.material = ComplexBlur_mat;//Change this to the material you wish<---------------------------
ComplexBlur_set_Value(9.0); //Call here the function to set the materials values<-------------


}

function PP_Toggle_OnOff()
{
if(PP_Quad.flags & VISIBLE)
{
PP_Cam.flags &= ~VISIBLE;
PP_Quad.flags &= ~VISIBLE;
}else
{
camera.flags |= VISIBLE;
PP_Cam.flags |= VISIBLE;
PP_Quad.flags |= VISIBLE;

while(PP_Quad.flags & VISIBLE)
{
vec_set(PP_Cam.x,camera.x);
vec_set(PP_Cam.pan,camera.pan);
wait(1);
}
}
}



And in main.c I added:
Code:

PP_Init_Effect();
PP_Toggle_OnOff();
on_z = PP_Toggle_OnOff;



Thans.
Posted By: Nomad

Re: [Free]The Postprocessing Collection - 11/21/07 06:18

Hey thanks, be able to look at shaders now
Posted By: DavidLancaster

Re: [Free]The Postprocessing Collection - 11/22/07 12:16

Would anyone happen to know how to stop the bloom shader affect the fog less? At the moment applying bloom with fog seems to intensify the bloom alot and I don't know how to stop it. Any ideas?

Code:

//////////////////////////////////////
/////////////Bloom Effect/////////////
//////////////////////////////////////
//////based on the Sylex 3 Bloom//////
//////////wich was written////////////
////////////////by////////////////////
///////Sebastian Leopold (XeXeS)//////
//////////////////////////////////////

float4 vecSkill1;

texture entSkin1;

sampler postTex = sampler_state
{
texture = (entSkin1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};

float Luminance = 0.08f;
static const float fMiddleGray = 0.18f;
static const float fWhiteCutoff = 0.8f;

#define NUM 13

float2 PixelOffsets[NUM] =
{
{ -0.006, -0.006 },
{ -0.005, -0.005 },
{ -0.004, -0.004 },
{ -0.003, -0.003 },
{ -0.002, -0.002 },
{ -0.001, -0.001 },
{ 0.000, 0.000 },
{ 0.001, 0.001 },
{ 0.002, 0.002 },
{ 0.003, 0.003 },
{ 0.004, 0.004 },
{ 0.005, 0.005 },
{ 0.006, 0.006 },
};

static const float BlurWeights[NUM] =
{
0.002216,
0.008764,
0.026995,
0.064759,
0.120985,
0.176033,
0.199471,
0.176033,
0.120985,
0.064759,
0.026995,
0.008764,
0.002216,
};

float4 Bloom_PS_3_0(float2 texcoord0 : TEXCOORD0) : COLOR
{
float3 pixel;
float3 Color = 0;

for(int i = 0; i < NUM; i++)
{
pixel = tex2D(postTex,texcoord0 + PixelOffsets[i] * 5.0f)+vecSkill1[1];

pixel *= fMiddleGray / (Luminance + 0.001f);
pixel *= (1.0f + (pixel / (fWhiteCutoff * fWhiteCutoff)));
pixel -= 5.0f;

pixel = max(pixel,0.0f);
pixel /= (10.0f + pixel);

Color += pixel * BlurWeights[i];
}

Color *= vecSkill1[0];

return float4(Color,1.0) + tex2D(postTex,texcoord0);
}

float4 Bloom_PS_2_0(float2 texcoord0 : TEXCOORD0) : COLOR
{
float3 pixel;
float3 Color = 0;

for(int i = 4; i < 9; i++)
{
pixel = tex2D(postTex,texcoord0 + PixelOffsets[i] * 5.0f)+vecSkill1[1];

pixel *= fMiddleGray / (Luminance + 0.001f);
pixel *= (1.0f + (pixel / (fWhiteCutoff * fWhiteCutoff)));
pixel -= 5.0f;

pixel = max(pixel,0.0f);
pixel /= (10.0f + pixel);

Color += pixel * BlurWeights[i];
}

Color *= vecSkill1[0];

return float4(Color,1.0) + tex2D(postTex,texcoord0);
}


technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_3_0 Bloom_PS_3_0();
}
}

technique tech_01
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Bloom_PS_2_0();
}
}

technique tech_02
{
pass pass_00
{
Texture[0] = <entSkin1>;
}
}


Posted By: PHeMoX

Re: [Free]The Postprocessing Collection - 11/22/07 17:32

Yeah, you have to change these values:

Code:


float Luminance = 0.08f;
static const float fMiddleGray = 0.18f;
static const float fWhiteCutoff = 0.8f;



However... this will influence the entire scene. There's no really nice solution to this problem, unless you figure out a way to do the fog on top of the bloom somehow. I figure that would be possible through some sort of custom made fog code,

Cheers
Posted By: ello

Re: [Free]The Postprocessing Collection - 11/22/07 20:59

already tried to darken the fog color itself? that should work quite satisfying
Posted By: DavidLancaster

Re: [Free]The Postprocessing Collection - 11/22/07 23:10

I think it might be a video card thing, Ge force 6600, as changing those values, changing the color of the fog to very dark, still the same effect, even though the intensity of bloom changes the fog comes in really close....Thanks for your help
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