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Author Topic: Shaders scripting?  (Read 1571 times)
hikmayan
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« Reply #15 on: September 08, 2008, 02:27:07 AM »

Cool.
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Squat
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« Reply #16 on: September 08, 2008, 03:05:58 AM »

If you wanted to do something like Tron, for instance, you'd probably end up adding another layer with a diffuse map that's black and white like an alpha channel. Set your RGB to your glow color and then boost luminosity or diffuse amount and it should be pretty texture controlled. However, you've gotta remember that HDR is a full screen pixel shader and will affect everything in the entire world that exceeds a particular luminance value, including the sky and yes, even including that. If things that shouldn't glow start to glow, you can always go and adjust those materials to pull it back. Usually lowering the RGB, lowering the Diffuse amount...or even adding a new layer set to multiply and tailoring the diffuse amount there would bring it back down under glow range.

I've noticed that the full screen blur effect is something quite pretty. I just want to compliment that particular effect and whoever implemented it. It's clean and just nice and smooth looking. That leads me to a question:

Depth of Field blur- Is this actually going to be something we're going to get? Or would this be something that we would have to figure out on our own? Is being able to set the maximum and minimum distance and blur amount possible on something like that? I want to simulate the fact that you're small in a large area and absolutely nothing pulls this off better. If the blur is as mooth and pretty as the full-on version, I would be overjoyed. If I can set it to 10 feet in front of me and have it look good, I'll cackle like a mad scientist.
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