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Re: What are you working on? [Re: Error014] #415391
01/18/13 00:09
01/18/13 00:09
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Kiel (Germany)
It's way too dark, I have to get really close to my monitor to see what's going on. Besides, esp. when I look at the first screen I think the black background could use some work. Maybe you can make it as a dark circle gradient with low contrast and its "bright" spot in the center (that is covered by the map/ room), then tint the gradient by the average color of the map's tiles? I am thinking of something like http://en.wikipedia.org/wiki/Ambilight.


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Re: What are you working on? [Re: Error014] #415392
01/18/13 00:33
01/18/13 00:33
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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@HeelX: Nice! Is the shader physically based in some way?

@Error: The fog does it's job. I would recommend you to use a simple ground fog too, though.
However, the fog is a good tool to give feedback about the lighting conditions in those scenes, f.i. your bright forest at day fog settings imply that there is a clear sky where for your night scene it feels like there is not much moon light reaching the ground (cause could be a thin cescent moon or clouds).
Darker fog for a day setting could therefore imply an overcast sky and rainy conditions, white fog for night scenes a bright full moon.

Re: What are you working on? [Re: Hummel] #415399
01/18/13 00:56
01/18/13 00:56
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Originally Posted By: Hummel
Nice! Is the shader physically based in some way?
Thanks! And nope, it is not. It's a bit tricky to explain, but basically the screen is divided into squares and each pixel checks it distance to the square center. The distance measures the brightness of the "CRT-dot", which is controlled as well by the luminance of the pixel and optional gamma. This is not only done per pixel, the results of the surrounding 3x3 area are summed up to achieve blooming between CRT-dots.

Last edited by HeelX; 01/18/13 00:57.
Re: What are you working on? [Re: Error014] #415411
01/18/13 10:05
01/18/13 10:05
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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@HeelX: That looks good grin. First man on the moon on your brand new colour television... wait... the moon is monochrome?!

@Error014: Awesome screenshots! Where do you use draw_obj for?


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Re: What are you working on? [Re: Joozey] #415428
01/18/13 15:01
01/18/13 15:01
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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In the past weeks I spend my time on shaders (making new ones and improving old ones) with the goal to get some tasty graphics.
And I have to say, I'm really happy with the result laugh

...this is what came out:



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Re: What are you working on? [Re: Kartoffel] #415475
01/19/13 11:41
01/19/13 11:41
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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It seems to be a simple normal map/specular shader ?
( No offense but i see the same result, perhaps you have put some special stuff or optimisations ? )

Re: What are you working on? [Re: ratchet] #415480
01/19/13 12:44
01/19/13 12:44
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Germany, BW, Stuttgart
i think this is more an parallax mapping shader with awesome light support


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Re: What are you working on? [Re: MasterQ32] #415483
01/19/13 13:41
01/19/13 13:41
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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Hummel, this is great! How much pointlights do you support and how fast is it? What kind of maps are you using?

Re: What are you working on? [Re: HeelX] #415486
01/19/13 14:19
01/19/13 14:19
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Originally Posted By: MasterQ32
i think this is more an parallax mapping shader with awesome light support
You're (almost) right grin
It's relief-mapping and it looks much better in motion but I was too lazy to make a video...

I'm also using hdrr in this screenshot. Especially the tonemapping has an effect on the visuals and gives a nice contrast boost with saturated darks.

EDIT: @HeelX maybe you'd like to use the tonemapping in your shader framework? I'd give you the code wink

Last edited by Kartoffel; 01/19/13 14:31.

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Re: What are you working on? [Re: Kartoffel] #415488
01/19/13 14:37
01/19/13 14:37
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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