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[map] Shader fun - this is a dev blog

Happenin' news on what is happening in the community. Content releases, new tutorials, other cool stuff.
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Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Re: Shader fun - this is a dev blog

Post by Shadowfury333 »

Are you planning to stick in HDR/tone mapping before the select bright pixels part of the bloom pipeline? I've found it really improves the look of bloom, since it avoids bright pixels producing a clamped-out white colour.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Shader fun - this is a dev blog

Post by Beherith »

Unlikely, since I am working on other parts of the shader first, like the best way to do a light source that is a line segment (laser scattering).
It is proving to be quite difficult.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Shader fun - this is a dev blog

Post by jK »

Beherith wrote:Unlikely, since I am working on other parts of the shader first, like the best way to do a light source that is a line segment (laser scattering).
It is proving to be quite difficult.
How? Just draw the bounding box and calc dist?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Shader fun - this is a dev blog

Post by Beherith »

yeah but with the bar the source I have to calc the dot product of the distance to the two ends of the line segment light to get the amount of light hitting it.
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jK
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Joined: 28 Jun 2007, 07:30

Re: Shader fun - this is a dev blog

Post by jK »

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Shader fun - this is a dev blog

Post by Beherith »

YAY!
Thanks to Kloot, we can now get proper map normals!

Image
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