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Doom 3 light glow #49114
07/13/05 03:38
07/13/05 03:38
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Matt_Aufderheide Offline OP
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Anyone notice in Doom 3 the lights have a sort of volumetric glow? What's the procedure for doing this.. I cant figure it out.. is it some kind of depth based trick like the DX SDK example?

Re: Doom 3 light glow [Re: Matt_Aufderheide] #49115
07/13/05 06:25
07/13/05 06:25
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Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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ever thought of an (inverse) stencilshadow?? i suggested this to jcl a while ago.
using a volumetric texture (animated) and inner->outer color fade would add the little extra to it.

Re: Doom 3 light glow [Re: ello] #49116
07/13/05 07:50
07/13/05 07:50
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Matt_Aufderheide Offline OP
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hmm.. not sure what you mean.. can you explain a little better..?

Re: Doom 3 light glow [Re: Matt_Aufderheide] #49117
07/13/05 07:59
07/13/05 07:59
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planet.earth
ello Offline
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i mean using the same technique that is used for shadows, but with a visible extrusionshaft and volumetric textures plus color gradient added. there are so many possible parameters using this.

thus you can have the source for the extrusion in center of a lightbulb (for spherical or surrounding glow) and if the source is placed outside (for example a rectangle) you could have a light shaft like for windows


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Re: Doom 3 light glow [Re: ello] #49118
07/13/05 08:05
07/13/05 08:05
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Matt_Aufderheide Offline OP
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hmm.. maye could work.. i dont know how volumetric texture work tho.. i will look into it. Do you think this is how they do it in the Doom3 example? i cant find anythign out on it..

Re: Doom 3 light glow [Re: Matt_Aufderheide] #49119
07/13/05 08:12
07/13/05 08:12
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planet.earth
ello Offline
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i dont know doom3 yet, but i think this is a good way to achive various light fx.
you should consider having gobo-textures, parameters for wind-speed, maybe no volumetric texture, but 3d noise fomulas for the cloudy/dusty appearance


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Re: Doom 3 light glow [Re: ello] #49120
07/13/05 08:39
07/13/05 08:39
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Matt_Aufderheide Offline OP
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what's a gobo texture? I'm afriad i dont really understand what you are talking about.. i just want a simple volumtric glow for now.. just like in Doom3.. i'm sure you can find some screenshots for what i mean..this can be faked using a vertex shader, but's slow and doesnt look smooth.

Re: Doom 3 light glow [Re: Matt_Aufderheide] #49121
07/13/05 08:56
07/13/05 08:56
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I think it is a post processing effect.

Re: Doom 3 light glow [Re: XeXeS] #49122
07/13/05 09:01
07/13/05 09:01
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Matt_Aufderheide Offline OP
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what's a post processing effect .. the gobo texture or the doom light glow?

Re: Doom 3 light glow [Re: Matt_Aufderheide] #49123
07/13/05 09:35
07/13/05 09:35
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Posts: 8,939
planet.earth
ello Offline
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you can extract the brightest parts of an image and add a postprocessing filter to it:
original:

brightest parts:

example starglow:

result:


so you would need to render the view into a buffer, use some calculations (multiplication, pow , saturation methods) to it, then blur the result of this (as stars or just gaussian blur) and use this result to brighten the base(rendered view) . as usual this should be the texture of a screen aligned quad.


a gobo is some kind of projection texture, i mentioned this because you where talking about volumetric lights and the gobo-technique adds a lot. but you aren't talking about this as i know now

Last edited by ello; 07/13/05 09:39.

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