Other suggest... GLOW...

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Other suggest... GLOW... // Feature suggestions

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Post by prodigy // Oct 31, 2006, 1:55pm

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It good to see a shader with Glow. not a post proces because thats not affect the 3d envoirment... like refletions...


:D

Post by Weevil // Nov 2, 2006, 3:17am

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I think I may know that the rendering time will go on for ever, unless its a global shader. Or do you mean like UV tubes?

Post by prodigy // Nov 3, 2006, 7:18am

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Weevil, i dont know how!! jejeej

Maybe the best solution its see how other 3d software do..


Its only a suggest... :D


The child learn from the master.. and one day the child be better than the master..


Best wishes!!

Post by Weevil // Nov 7, 2006, 3:16am

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Cheers dude!

Errm, actually I think I may have a solution, you could create a picture in fireworks or something like that. then import it as a texture, and set the luminous , diffusion to full then bring the shiny down.
Then theres the falloff (glow) texture shader thingy in the transparency shader option.

Post by TomG // Nov 7, 2006, 6:30am

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As far as I am aware, almost all glows are post-process. This is true in movies like Star Trek with engine glows (you should see how many passes it took to do something like the DS9 space station - one for the station diffuse light, one for the light from things that glow, one for the things that glow themselves, one for the windows, one for the model dark as a matte, and more).


Anyway, most glows are post process. Ones that are not often use glow shaders on geometry, which is also possible in tS as it stands (as are post process glows, with the cool powers plugin, or manually using Photoshop and multi-pass rendering).


Glows in games, for instance, use geometry, or post process effects in real-time (which is also possible in tS right now, in the Player).


The one exception might be volumetric glows - now some of those you can already do in tS of course with volumetrics. Some may be special plugins though, for other apps, that use volumetric style processing for glow effects.


Anyway, sounds like a fairly specialist item, I don't think there are too many cases where this would be required - one of the existing solutions would work in almost every case (even a reflection, wouldn't be hard to use the old game approach for that, which is just to duplicate the geometry and not have it be a real reflection at all!). I can say with almost absolute certainty that we won't be investing development time into this one at the moment, so no breath holding on waiting to see this one ;)


BTW if anyone knows of a non-geometry and shader, non-post process, glow, I would be interested to see it, just from curiosity.


Thanks!

Tom

Post by prodigy // Nov 7, 2006, 10:25am

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Hi,


http://www.thegnomonworkshop.com/tutorials/shader_glow/shader_glow.html


Its an example..

Later i try to find another info..


Best Regards..

Post by TomG // Nov 7, 2006, 10:36am

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That one still looks like it is added post process to me, though it doesn't discuss that, the mention of things like all shaders with shader glow are affected the same etc, and the fact it is using a shader node - shaders are by nature stuck on the surface, the can't create effects outside of the surface, except by flagging a post process effect to handle them differently.


This is what Cool Powers glow does, the shader flags itself as requiring post process, and the post process effect then detects those objects with a glow shader, and runs a post process to add the glow.


And this does look the same, with the mention of shader nodes etc. Though I am no expert on how Maya does this :)


HTH!

Tom

Post by prodigy // Nov 7, 2006, 5:05pm

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Hi tomg... I dont CARE if you put a bulb infront my desktop monitor, create a post process or invent a new kind of glow... I DONT CARE AT AL!!! ;)


I think Glow its very important to bring a better image quality..

Glow at this point its like Deep of field or Motion blur.. are the same.. if you say its not a shader.. i belive in you!!! I only want GLOW on future 8)



Take care!

Post by parva // Nov 7, 2006, 11:42pm

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glow is best to create in a paintprogram like Photoshop. There are several plugins (from Axion or Andromeda) or other ways during bluring which can do that. Only problem is to render out the material id which would make it easier to apply the effect only at the objects which need it.


There those effects are coming from the optical representative (human eye or camera) it would be cool to have a physical camera in the future where those effects could be added.

Post by Weevil // Nov 8, 2006, 1:10am

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Guess I got the wrong end of the stick!

Although it IS post process I think you could twiddle around around with the brighten up and put the shine up and the amount of area of the shine, that couild help.

Post by prodigy // Nov 8, 2006, 8:22am

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Hi, i know how make glow on post process.. and i know how make Deep Of field.. and many other post process effects..


Glow , Motion Blur, Deep of Field.. are very necesary.. and implementate like a render layer when render.. i think be great!
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