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

« Reply #30 on: May 04, 2011, 01:56:03 PM »
works for me ;D

with ATI EAH 4670  Rad7.17

Quote
I need to get an "I love shadmar's hlsl" shirt,

(can I change the shirt to a sticker for my car?)
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 #31 on: June 10, 2011, 08:42:19 AM »
3drad keeps freezing when it loads the post process shader. ???
« Last Edit: June 12, 2011, 10:52:31 AM by Heat Advisory »
« Reply #32 on: August 24, 2011, 10:59:15 PM »
Thank you for sharing this.
It is a great effect!
Is there a way to apply the "Vibration (action-speed)" camchase effect connected to reaching a speed threshold as well? I thought it would be a perfect effect if, say, above 70k/h it began motion blur, and above 90 the shaky camera kicked in. I tried linking event on value and switching cameras, but I am not good enough to figure out the routine that would make that work.
Any thoughts greatly appreciated!
« Reply #33 on: September 06, 2011, 12:44:42 PM »
I know this topic was on it's way to be 'old', but Shadmar, is there anyway of making the motion blur only above a certain speed?

I love all of those filters, by the way. They are great!
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #34 on: September 06, 2011, 01:43:53 PM »
Try this :

Replace

Code: [Select]
     iShaderFloatSet(OBJ_0,"noBlur", 1/((iObjectKmh(movingObject)+0.0001f)/blurToSpeeRatio));
With :

Code: [Select]
      if (iObjectKmh(movingObject) > 50)  //apply 0.35 blur if speed is above 50 kmh
         iShaderFloatSet(OBJ_0,"noBlur", 0.35);
      else
         iShaderFloatSet(OBJ_0,"noBlur", 1.0f);
« Reply #35 on: September 06, 2011, 02:05:56 PM »
Okay, thanks. I'll try some thing tomorrow. Just one more thing. What's with that 'f' at the end of 1.0?
Does this 'f' prevents me from making it a variable?
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #36 on: September 06, 2011, 03:47:23 PM »
Can't believe I missed this.. >:(

I always click "Show new replies to your posts", but it skipped this for some reason.

Right now, I'm on ATI harware and the motion blur works great. :o

I've always wanted this feature since I first started here in 3DRad. Thanks!!


So is there a way to kill this effect when unneeded?
I was thinking of having multiple pp effects, only they get cue'd so that you don't overload on the GPU changing framerate too much.

Also, if you wanted to improve it, you could try a radial motion blur. ;D
 
« Reply #37 on: September 06, 2011, 04:27:24 PM »
I was reading the GPU gems 3 and looks like you can also do dynamic object blur..
http://developer.nvidia.com/node/184

Don't know if it's possible in 3DRad though..


Quote
27.5 MASKING OFF OBJECTS

Depending on the application, you might want to mask off certain parts of the scene so that they do not receive motion blur. For example, in a racing game, you might want to keep all the race cars crisp and detailed, rather than blurry. An easy way to achieve this is to render a mask to a separate texture or to the alpha channel of the color buffer and use this mask to determine what pixels should be blurred.

Hmm.. we can't actually mask off objects can we? (in any pp effect)
« Last Edit: September 06, 2011, 04:31:32 PM by Rush3Fan »
« Reply #38 on: September 07, 2011, 01:38:02 PM »
Quote
Just one more thing. What's with that 'f' at the end of 1.0?
1.0f is a float
1.0 is a double
But it doesn't really matter as long as you declare floats anyway.

Quote
Does this 'f' prevents me from making it a variable?
no

Quote
Can't believe I missed this.. >:(
You slacker  ;D ;D

Quote
So is there a way to kill this effect when unneeded?
I was thinking of having multiple pp effects, only they get cue'd so that you don't overload on the GPU changing framerate too much.

Just stop the script running your pp-shader and run a coloronly pp-shader once.
Here is a coloronly pp shader, it does.. nothing but output pure screen :

Code: [Select]
////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Post-process shader: display deformation and color manipulation
////////////////////////////////////////////////////////////////////////////////////////////////////////////

/*HLSLSTART ColorOnly
//-------------------------------------------------------------------------------------------
//Editables
//-------------------------------------------------------------------------------------------

//-------------------------------------------------------------------------------------------
//Textures
//-------------------------------------------------------------------------------------------

texture screenTexture;

sampler screenTextureSampler = sampler_state
{
  Texture = <screenTexture>;
  MinFilter = LINEAR;
  MagFilter = LINEAR;
  AddressU=CLAMP;
  AddressV=CLAMP;
};
//-------------------------------------------------------------------------------------------
//Pixel Shader
//-------------------------------------------------------------------------------------------


float4 DefaultRender( in float2 textureUV : TEXCOORD0 ) : COLOR
{
    return tex2D(screenTextureSampler, textureUV);
}
//-------------------------------------------------------------------------------------------
//Technique
//-------------------------------------------------------------------------------------------
technique PostProcessing
{
    pass P0
    {       
        PixelShader = compile ps_2_0 DefaultRender();
    }
}

HLSLEND*/

//////////////////////////////////////////////////////////////////////////////////

//The following is our regular script code which sets and manipulates the shader above

float Time = 0;
void Main()
{
   if (iInitializing())
   {
      iShaderSet(OBJ_0,"ColorOnly");
   }
}


Quote
Hmm.. we can't actually mask off objects can we? (in any pp effect)
No, we don't have any masked rendertargets to mask from. To have this we need Fernando to have an option on each skinmesh to be rendered to a texture, then we can apply pp on top of this mask.
« Reply #39 on: September 07, 2011, 01:39:41 PM »
Quote
Also, if you wanted to improve it, you could try a radial motion blur. ;D

Here is a radial motion blur variant, (saved in 7.21, can't guarantee it will work below..)

« Reply #40 on: September 07, 2011, 11:49:18 PM »
Thank you so much.. ;D

Quote
You slacker ;D ;D
;D Haha Yes, sometimes..

I'm thinking of doing some math so that the focus of the blur will actually follow the camera's motion. It might make a cool effect anyway. :)

That color only shader is going to really come in handy too. I see what you mean.. even if the script stops, the previous effect is left running.
« Reply #41 on: November 04, 2011, 04:23:27 AM »
PostProcessShader_GodRays.3dr
cant open. error (like without file)
Use 7.22
« Reply #42 on: November 04, 2011, 11:29:38 AM »
Works ok in 7.22 when I downloded it from here.
« Reply #43 on: November 04, 2011, 11:55:27 AM »
could somone make this to 7.12? :D
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back
« Reply #44 on: November 04, 2011, 12:06:10 PM »
shadmar. I cant open it use winrar.I dont know why.

i cant open any other project (but i can open project in first topic)
cant open god rays

Maybe you can help( pleas)
« Last Edit: November 04, 2011, 12:50:27 PM by Nasa13 »
Use 7.22
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