Challenge: Improve this bloom effect

Post your own tutorials, guides and demos.

Post » Wed May 13, 2009 11:37 pm

This is my take on the bloom effect. I'm trying to make it look good while keeping the FPS up.
On my work PC it runs at 35FPS.
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Post » Thu May 14, 2009 10:42 am

You mean like this?

http://www.willhostforfood.com/access.php?fileid=66245

I guess my computer is a little bit more powerful than yours.
Your example ran at speeds between 70 and 120 FPS.
My changes have upped this to speeds between 350 and 650 FPS.

My bloomers go from the outside to the inside. This makes the bloom effect a little smoother.
Also, I added a check to see if a bloomer is likely to be stuck in a wall, so that the loop can be skipped altogether for that bloomer. This can save huge amounts of time. For instance, of your light-object is behind the hill, it will save 180*42 overlap checks per frame.

I changed the loop to a while loop for greater control over when it will stop looping. I noticed an issue with the while-loop, though. It doesn't work with normal overlap conditions. You need to use the advanced overlap check (in the system object).
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Post » Thu May 14, 2009 2:51 pm

It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.
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Post » Thu May 14, 2009 6:55 pm

[quote="Vidar":jrho4ds5]You mean like this?

http://www.willhostforfood.com/access.php?fileid=66245

...[/quote:jrho4ds5]

Big improvement. It even looks better. Thanks!

[quote="Ashley":jrho4ds5]It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.[/quote:jrho4ds5]

I'm going for something that can bloom with all objects on the screen without having to add shaders to everything. That glow effect does look really nice along the edges.
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Post » Thu May 14, 2009 7:40 pm

Hmm, I wonder where you got this idea.. :mrgreen:
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Post » Thu May 14, 2009 7:48 pm

From DAVID, hehe ;)

viewtopic.php?f=16&t=2763&st=0&sk=t&sd=a&hilit=david+bloom

DAVID'S example of DAVID'S sun bloom effect was really nice, who ever heard of a Whine Engine anyway? :P
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Post » Thu May 14, 2009 9:24 pm

[quote="Davioware":3ncgp848]Hmm, I wonder where you got this idea.. :mrgreen:[/quote:3ncgp848]

I did get the idea from your whine engine but I couldn't find a .cap of it.
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Post » Thu May 14, 2009 11:38 pm

Is it out of line to ask Davio or Quazi to share the process they went through to produce the effect seen in their "God Rays" video preview. Not sure if that's some sort of trade secret or what.
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Post » Thu May 14, 2009 11:58 pm

There's no harm in asking, but they do have the right to say they don't want to post their method.

On the other hand, you also have the right to try to recreate it on your own, using your own methods and your own artwork. I don't think there's anything wrong with trying to figure out how an effect is made.
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Post » Fri May 15, 2009 12:22 am

Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.
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