Jump to content

Material Bloom ?


ParaToxic
 Share

Recommended Posts

Hello ,I have a question about a picture and its shader.I played a game and saw (in other games too,but here it looks very nice) that the edges of a model which are directed to the sun have a kind of bloom.

Pic: post-2191-0-13416400-1330363383_thumb.jpg

 

The problem is,that leadwerks bloom can't work only for a few models in a scene,for example weapons and in the picture the material isn't very fair,so it wouldn't work ,because you need fair materials to bet a shine effect.

 

 

I mean something like that(scroll down for pics) : http://www.ogre3d.or...wiki/Faking+HDR

 

Have somebody made a shader with specular bloom??

When not can somebody tell me how to make that(only the idea)

 

Thanks

Link to comment
Share on other sites

Leadwerks already put lighting result in the bloom buffer, and use them in the bloom shader.

But tbh the bloom shader itself is not good.

Ali Salehi | Programmer

 

Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64

LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17

 

 

76561198023085627.png

Link to comment
Share on other sites

Looks good. I might give a try at porting the OGRE example.

  • Upvote 1

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

-----

IconVisualStudio16.png Visual Studio 2010 Ultimate google-Chrome.png Google Chrome PhotoshopLinkIndicator.png Creative Suite 5 icon28.gif FL Studio 10 MicrosoftOfficeLive.png Office 15

-----

csharp.png Expert cpp.png Professional lua_icon.png Expert BMX Programmer

-----

i-windows-live-messenger-2009.pngskype-icon16.pngaim_online.pnggmail.pngicon_48x48_prism-facebook.pngtunein-web.pngyahoo.giftwitter16.png

Link to comment
Share on other sites

One question.As this effect has (I think 8) passes I have to save the stages in buffers/textures.But how to do that?

 

Maybe:

SetBuffer(RTBloom);

SetShader(Pass1);
BindTexture(GetColorBuffer(gbuffer),0);
//Now I want to get the output of the shader,because the shader have a 2D sampler for input and now I need the output written in the //RTBloom buffer
DrawTexture(GetColorBuffer(gbuffer)....); //???? maybe so?
SetShader(NULL);



 

 

So I made it as explained at the top.

But in the last shader I have to put the normnal rendered colorbuffer and the other 4 buffers(blured).So I bind the buffers with BindTexture to the shader ,but now I have to call DrawImage() ,but I have 5 buffers......how to do that?????

Link to comment
Share on other sites

  • 2 weeks later...

Now I made a shader which make specular areas glowing with bloom.Iam going to write a new bloom shader an upload the specular bloom and the new bloom shader.

In the pictures the specular is everywhere,so I don't use a specularmap,as you see,because the hands have specular.

A little preview:

 

 

and

 

Link to comment
Share on other sites

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...