Challenge: Improve this bloom effect

Post your own tutorials, guides and demos.

Post » Fri May 15, 2009 3:01 am

[quote="revolther":1wfpxmpm]Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.[/quote:1wfpxmpm]

I Don't think so. I am right now reproducing the ray look at over 700FPS (core i7 9800GTX). As soon as I figure something out with the mask effect I will post it here.

I just needs some tweaking
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Post » Fri May 15, 2009 5:44 am

Am I the only one that thinks this effect looks weird?
:s I couldn't exactly tell why, but it doesn't look right.
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Post » Fri May 15, 2009 8:23 am

I've been tinkering with this thing some more. This now comes with bigger rays, brighter bloom, etc.
It also changes colour depending on the position on screen for something of a sunrise effect.

http://www.willhostforfood.com/access.php?fileid=66337
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Post » Fri May 15, 2009 11:48 am

we didn't use any special shaders.

your new example seems to lack rays surface area, theres pretty much on or off, and nothing inbetween. thats where most of the cpu drain in our example comes from, the in betweens
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Post » Sat May 16, 2009 4:23 am

Now I'm getting 400-600 FPS. But I think it looks a lot better now. Especially on the fence I got from google images.
[url:u65k3ncq]http://www.willhostforfood.com/access.php?fileid=66456[/url:u65k3ncq]

Can you guys tell me your FPS.
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Post » Sat May 16, 2009 4:57 am

640fps unoccluded, 100fps worst case
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Post » Sat May 16, 2009 10:32 am

[quote="nightofgrim":3h5dulwv]Now I'm getting 400-600 FPS. But I think it looks a lot better now. Especially on the fence I got from google images.
[url:3h5dulwv]http://www.willhostforfood.com/access.php?fileid=66456[/url:3h5dulwv]

Can you guys tell me your FPS.[/quote:3h5dulwv]


I'm getting 66 fps when the sun is completely blocked, and above 500 when not blocked at all.

You can speed up the first situation up to 6 times by replacing 'wall' with 'bloomraycaster' in events 7 and 8.

[quote="QuaziGNRLnose":3h5dulwv]your new example seems to lack rays surface area, theres pretty much on or off, and nothing inbetween. thats where most of the cpu drain in our example comes from, the in betweens[/quote:3h5dulwv]

Actually, the ray-thingies come out depending on the settings of the light-object. If you make the shadow-filter a lighter colour, then you get less rays. If you make it darker, your sun will shine less brightly, but you will get more rays.
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Post » Sat May 16, 2009 2:25 pm

rule of thumb: you shouldn't use textures bigger than 1024x1024. I know it's just a test cap, only mentioning it in case you didn't already know. Having either the width or height of the texture bigger than 1024 makes a 2048x2048 image, which can cause slowdowns on older machines.
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Post » Sun May 17, 2009 5:58 am

[quote="Davioware":t4e404zy]rule of thumb: you shouldn't use textures bigger than 1024x1024. I know it's just a test cap, only mentioning it in case you didn't already know. Having either the width or height of the texture bigger than 1024 makes a 2048x2048 image, which can cause slowdowns on older machines.[/quote:t4e404zy]

There isn't. The sprite is larger/stretched but the texture is 1000x1000.

[quote="Vidar":t4e404zy]You can speed up the first situation up to 6 times by replacing 'wall' with 'bloomraycaster' in events 7 and 8.[/quote:t4e404zy]

You are absolutely right. I don't know how I missed that.
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