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Re: What are you working on? [Re: 3run] #440777
05/01/14 21:48
05/01/14 21:48
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
it's just a star shaped bloom shader >.>
( you're clearly playing too much shooters xP )
edit: it's just the suns brightness I guess.. it should be waay higher but I didn't want you to go blind wink
with a little bit more realistic brightness, staring directly into the sun would look like this


but thanks! (even if the water shader could use a lot of work and optimizations ._.)

Last edited by Kartoffel; 05/01/14 22:00.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #440782
05/02/14 01:40
05/02/14 01:40
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
No, thats beautiful Kartoffel!! laugh


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: What are you working on? [Re: DLively] #440861
05/04/14 21:00
05/04/14 21:00
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
First Version of a cut through shader.
Now i only need shading and normalmapping for use...


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #440863
05/04/14 21:16
05/04/14 21:16
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
User
T

Joined: Nov 2008
Posts: 946
Now that looks nice... specific use or just for fun?

Re: What are you working on? [Re: the_clown] #440864
05/04/14 21:21
05/04/14 21:21
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
More proove of concept, but with a specifc use in background. but isn't useable right now cause it just causes one slice...


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #440866
05/04/14 21:41
05/04/14 21:41
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Still really cool


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: What are you working on? [Re: DLively] #440902
05/05/14 17:32
05/05/14 17:32
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@MasterQ32:
Valve released a Paper about this topic, as they needed this in L4D 2. Though i can't remember where it was :|


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #440903
05/05/14 18:00
05/05/14 18:00
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I have it on my computer. I'm wondering if it will work with Gamestudio as it needs the stencil buffer...
And i have no experience using it....


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #440916
05/06/14 10:45
05/06/14 10:45
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
Serious User
gri  Offline
Serious User

Joined: Dec 2003
Posts: 1,225
germany


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: gri] #440982
05/08/14 11:41
05/08/14 11:41
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
reworked my water shader, and modified the editor panel accordingly. hopefully it can produce less plastic-like results, and if using a higher poly water terrain (65x65) vertex waves have real effect (but it could be improved further). shore fade-out is also smooth now.

new reorganized gui:


stronger ripples (normal map based) and vertex waves:


blending in a foam texture (can be set to have wave height dependent intensity):


and one without foam:

Last edited by sivan; 05/08/14 12:38. Reason: one more pic

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