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Author Topic: Postprocess filters pack1 for v7.16+  (Read 9498 times)

« on: April 02, 2011, 04:11:48 AM »
Hi

Heres a small pack of pp filters for v7.16+ of rad.



Emboss
Monochrome
Negative
Pinch
Pixelate
Radial Blur
Ripple
Sepia
ToneMapping
Toon Outline

unzip in your projects dir.

Have fun
Shad.
« Last Edit: April 07, 2011, 03:04:35 PM by shadmar »
« Reply #1 on: April 02, 2011, 04:32:53 AM »
Thanks alot shadmar, the pinch fx is funny!
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #2 on: April 02, 2011, 10:07:23 AM »
Here is a godray shader aswell (taken from gpu gems 3)

Requires SM3, ps! it's really intensive (64 passes) so don't run on a low card.



« Reply #3 on: April 02, 2011, 10:40:47 AM »
lets check these bad boys out...

THANKS SHAD!

(ooops... i forgot these are for the new release  ::) )


--Mike
« Last Edit: April 02, 2011, 02:32:05 PM by Mike Hense »
« Reply #4 on: April 02, 2011, 03:14:07 PM »
cool what you can have for only 5 bucks... ;D

edit: http://www.youtube.com/watch?v=gvL7mPqN4Mc
« Last Edit: April 02, 2011, 04:49:49 PM by 3DSimulant »
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #5 on: April 02, 2011, 03:25:16 PM »
Wow, youve been quick to get these working, awesome ;)
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #6 on: April 02, 2011, 05:52:16 PM »

Hey, I'm back again.. a bit earlier that I said, but close enough.. :P

Wow! This is incredible!

Way to go Shadmar, Fernando, and all the donors who made this happen! :)

I was experimenting with the iScreenLocation function and was able to focus the light on an object.

Now I have a mini sun to play around with. ;D
« Reply #7 on: April 02, 2011, 06:28:54 PM »
fantastic looking stuff 3Dsim, Rush...

i really like that 3DRAD thingeee 3D... nice idea...

what kinda framerates are ya gettin' and what kinda cpu/gpu setup you runnin' on...


--Mike
« Last Edit: April 02, 2011, 06:30:46 PM by Mike Hense »
« Reply #8 on: April 03, 2011, 12:31:18 AM »
Yes using i3DLocationToScreen will allow you to focus light on one object, like a sun emitting. (default it's set to 0.5, 0,5, center of screen)
However the shader emits all light where sample.r+sample.g+sample.b > 2.0f
you can experiment here or set other tests for emitting.
But, in order to have really have a pure sun, we should have a "render to 2d target" function and emit from this texture. This way you could render the "sun" to the target and emit everything from there.

As the shader stands now it will bleed and emit all bright areas where light is > 2.0.

PS! You can also stack bloom and blur on top of this to get rid of any artifacts :)
« Last Edit: April 03, 2011, 12:39:27 AM by shadmar »
« Reply #9 on: April 03, 2011, 03:07:06 AM »
a demo is uploaded here: http://www.3drad.com/forum/index.php?action=dlattach;topic=6779.0;attach=8955

compiled to onefile .scr

I got 60 fps with my lowend xp/p4-3.4ghz/2gb/eah4670-1gb
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #10 on: April 03, 2011, 02:19:01 PM »
Great stuff shadmar  :P

Can the 'render to 2d target' function you mentioned be implemented with the existing post process features? Or do we need further flexibility/functionality to be added to the present user definable post-process shaders?

I'm not very familiar with the details of shader development really...
« Reply #11 on: April 03, 2011, 03:09:23 PM »
Quote
what kinda framerates are ya gettin' and what kinda cpu/gpu setup you runnin' on...
I hardly ever get framerate issues anymore.. ( specs are in my signature + my graphics card is usually overclocked )
« Reply #12 on: April 03, 2011, 03:23:32 PM »
Shadmar:

I was just looking at the heaven benchmark test, and they have a very interesting post process effect where a lens flare comes from the gloss on the model.

Pause the video to 2:12 to see what I'm looking at.
Notice the light flare coming off the side of the building..
http://www.youtube.com/watch?v=9F6zSgtRnkE

Would a shader like that be possible in 3DRad?
« Reply #13 on: April 04, 2011, 10:41:14 AM »
Quote
Can the 'render to 2d target' function you mentioned be implemented with the existing post process features? Or do we need further flexibility/functionality to be added to the present user definable post-process shaders?

No, you need to be able to render OBJ_XX to a texture, then use this texture in the postprocess shader.
Not sure how it's done inside directx, but in the engine i'm currently betatesting (which has no name yet and bound by NDA), has a functions like this :

MeshRenderTexture2DMaskCasterSet(MESH* ,RENDERTEXTURE2DMASK* )
CameraFxShaderRenderTexture2DMaskSet(CAMERA* ,char* ,RENDERTEXTURE2DMASK* )

Then in the shader you can pickup this texture which only renders one or more objects defined this way.

So basicly render to texture (from camera), like a screenTextureMask in addition to screenTexture/processedTexture sent from the engine to the shader. Where screenTextureMask  only contains OBJ or skinmeshes/rigidbodies/particles added by a function.

This way you can do test on the mask and apply the postprocess effect to one or more objects in stead of everything rendered in screenTexture.

Not sure this helped since I have never looked inside directx sdk myself.

Quote
I was just looking at the heaven benchmark test, and they have a very interesting post process effect where a lens flare comes from the gloss on the model.

Pause the video to 2:12 to see what I'm looking at.
Notice the light flare coming off the side of the building..
http://www.youtube.com/watch?v=9F6zSgtRnkE

Would a shader like that be possible in 3DRad?

Yes I think so, but I don't know how it works, might be a radial blur streched or masked in some way only to output streaks when surface is really bright or something.

« Last Edit: April 04, 2011, 10:48:02 AM by shadmar »
« Reply #14 on: April 07, 2011, 03:02:02 PM »
2 new filters for you chasecams :

Interlaced Flickering Security Camera




Interlaced nightVision.



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