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Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: Slin] #236845
11/16/08 20:39
11/16/08 20:39
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Thanks everybody smile


Quote:
I am curious on what technique you are using. I am trying around with some depthbased and also with some normal based stuff, but I am not happy with both of them... Not even with their combination wink.


I also toyed around with a combination of scene-normals and scene-depth but always got strange results. When using the actual model normalmaps it works as it should:


As for the technique:
The depthmap gets refracted by a noisemap and then the original depthmap gets substracted from the blurred one. I do this like 32 times (each time with slightly different texcoords and tilingfactors) and then divide the result by 32 . I think that's basically it. If you are interisted, i can send you a copy of the shader sometime next week. Maybe we can work something out together on how to correctly use the scene-normals to create a more realistic look smile


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: BoH_Havoc] #236900
11/17/08 01:35
11/17/08 01:35
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
Sweeeeeeeeeeeeeet. really looking forward to it.


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: BoH_Havoc] #237071
11/17/08 21:46
11/17/08 21:46
Joined: Aug 2006
Posts: 155
R
RyuMaster Offline
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R

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Quote:
no, this shouldn't be the case. Try setting sc_mtl_pp_HBlur.skill1 = 0.1; before calling sc_ppAdd

Thanks, this will probably do it!

I'm glad You found motion blur idea useful smile
Mirror-shader would be superb, but actually it is very hard to make it working, I spent many days still no luck. There is horizontal mirror shader
in default 3dgs shaders file, but when it comes to vertical - many problems arise up from nowhere ^_^


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: RyuMaster] #237816
11/22/08 15:59
11/22/08 15:59
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
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HPW  Offline
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This is a great shader lib. smile

Here is a little hint:
Do you know that includes shouldn't have a ; at line end in Lite-C? http://www.conitec.net/beta/include.htm
But all PRAGMA_... need a ; at line end. http://www.conitec.net/beta/define.htm
I mentioned only to avoid problems now and in the future.


Evil Blood (v. 0.52) RPG
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Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: HPW] #238138
11/25/08 05:59
11/25/08 05:59
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Shade-C is AWESOME.
I love tinkering around with realtime DOF (although for some reason I still cant get it to autofocus ;p )
Combined with lightmaps...wow.
Next mission is to try it with the all in one shader...I assume I could put these lightmaps in skin 4?

test images:






Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: Drew] #238139
11/25/08 06:08
11/25/08 06:08
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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nice work drew laugh I haven't managed to get it to autofocus either. Can't wait for the next update BoH_Havoc

Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: Matt_Coles] #238142
11/25/08 07:48
11/25/08 07:48
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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Kyiv, Ukraine
btw, i also tried to make autofocus and failed.. so we are waiting smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
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Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: VeT] #238166
11/25/08 09:10
11/25/08 09:10
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Hi Drew,
nice to see you a bit more active again on these boards ^__^


Im gonna try and implement the new shade-c into my RPG game.
I did get autofocus to work on the old version...

i'll post my updates as well then laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: Helghast] #238185
11/25/08 13:08
11/25/08 13:08
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
To get autofocus to work call sc_DoFautofocus() after calling sc_setup() (dunno if that's the right name of the function im at the uni atm, have a look at the manual)

sc_DoFautofocus(depth, focusspeed, on) (again, dunno if this is correct, depth & focusspeed might be switched)

depth = maximal depth autofocus should react to (you can set this to 50000)
focusspeed = speed of the focus from sharp to blurred (set this to 500 to see if it works, set to a lower value to get smooth transitions)
on = set to 1 to activate autofocus, otherwise 0

hope this helps smile



ps: started on projective softshadows for omnilights. watch out for the weekend smile


edit:
Quote:
Next mission is to try it with the all in one shader...I assume I could put these lightmaps in skin 4?


exactly, put the shadowmap on entSkin4. Keep in mind that it will use the 2nd uv skin!

Last edited by BoH_Havoc; 11/25/08 13:09.

Shade-C EVO Lite-C Shader Framework
Shade-C v0.91 : Projective Shadowmapping [Re: BoH_Havoc] #238501
11/27/08 20:24
11/27/08 20:24
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
First working projective shadowmapping for omni lights:




a little blur (screen spaced, nothing fancy)



Going to add variance shadowmapping now and then optimize the whole thing (frustrum culling, depth based poly clipping, etc). This'll take a while, but the first big step has been done smile



Shade-C EVO Lite-C Shader Framework
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