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Re: simple_blur [Re: ello] #33355
09/18/04 04:25
09/18/04 04:25
Joined: Feb 2003
Posts: 195
slacker Offline
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slacker  Offline
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Posts: 195
if you were to combine that with a screen or add blend mode over a copy of the same screen, you might get a good glow, eh? - works in Photoshop that way anyway...

Re: simple_blur [Re: slacker] #33356
09/18/04 05:51
09/18/04 05:51
Joined: Jun 2004
Posts: 682
Bei mir ( 49,5° Breitengrad, ...
Lunz88 Offline
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Lunz88  Offline
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Bei mir ( 49,5° Breitengrad, ...
Great Job, Ello, as always!

HAs someone also tried to make a Fresnel Shader? That would be cool

Re: simple_blur [Re: Lunz88] #33357
09/18/04 16:39
09/18/04 16:39
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
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Thomas_Nitschke  Offline
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T

Joined: Jun 2003
Posts: 1,017
Germany
Btw what is a fresnel shader? I did never get what all those shader experts were talking about

I'm sorry this is a little offtopic but I had to ask


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: simple_blur [Re: Thomas_Nitschke] #33358
09/18/04 16:55
09/18/04 16:55
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Its like a water rain drop... i also think that the light is divided into their colors, so you can see blue green and red, colors, Its cool the effect , sepecial for water and that things .. I guess is that! ~
: The Fresnel Lens

A fresnel lens has unusual properties. It collects light from a point source, and re-directs it in parallel directions. Used "backwards" (capturing the "parallel" rays of the sun, and gathering them to a point source), it is a potent weapon. Used "forwards" (capturing the emitted rays of your monitor), it provides a degree of magnification. This property is used by some cockpit builders to achieve a larger picture than their monitor can display. The lens must be placed a prescribed distance in front of the monitor. Some fresnel users actually claim a certain "depth" to the image not available on a regular monitor, but this depth should not be confused with 3-D perception.


So it is the opposite of reflection( called refraction...)


As shader shot :



Re: simple_blur [Re: Thomas_Nitschke] #33359
09/18/04 20:16
09/18/04 20:16
Joined: Jun 2004
Posts: 682
Bei mir ( 49,5° Breitengrad, ...
Lunz88 Offline
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Lunz88  Offline
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Bei mir ( 49,5° Breitengrad, ...
In Antwort auf:

what is a fresnel shader?




A fresnel Shader is included into the OGRE Engine Techdemo. It's new and Half Life 2 uses it for the water. Then it looks like real water, because when you look, the water into distance doesn't show you the ground anymore. ( Sorry, I don't know how to describe it better. In German, I could )

Re: simple_blur [Re: Nadester] #33360
12/13/04 04:58
12/13/04 04:58
Joined: Jun 2003
Posts: 232
Germany
fernlicht Offline
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fernlicht  Offline
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Posts: 232
Germany
Hi,

sorry for my noobish shader question:-)
how can i implement this blur effect to my camera?
please help
regards

Re: simple_blur [Re: fernlicht] #33361
12/13/04 09:08
12/13/04 09:08
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
render to texture i guess..

Like you render the cam into a texture, and apply a shader effect to it.. With that fesnel effect..

I know im not being too detailed.. but . thats because im not sure..
Maybe you wait for more replys... i just did it cause .. ehe i saw the topic and wanted to give my opinion.. eh

Re: simple_blur [Re: MMike] #33362
12/13/04 10:25
12/13/04 10:25
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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trapped in a paper bag
you have to have pro i beleieve...
Render to texture is Pro only..why I have no idea (well I do, but I want it)

Re: simple_blur [Re: Drew] #33363
12/13/04 14:52
12/13/04 14:52
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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I think most shaders are DX8 and don´t work with the current A6.


:L
Re: simple_blur [Re: EX Citer] #33364
12/13/04 18:26
12/13/04 18:26
Joined: Jun 2003
Posts: 232
Germany
fernlicht Offline
Member
fernlicht  Offline
Member

Joined: Jun 2003
Posts: 232
Germany
yes, i have the pro edition :-)
do i implement the HLSL like the normal
shader like :

material shadermaterial{
//here the shader code
}

could someone please post the code
thanks in advice

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