Motion Blur WIP

Show us your works in progress and request feedback

Post » Sun Dec 07, 2014 5:51 pm

Hello! I've decided to try to make a motion blur effect, but due to the lack of shader knowledge, I have created this using R0J0hounds Paster plugin:

https://dl.dropboxusercontent.com/u/214 ... index.html

There are some artifacts due to how the effect is processed, and it's a serious CPU hog when it comes to multiple objects. The effect works well though, so it's a good start.

I was thinking about storing some previous positions and using a curve of some sort to get a much more natural look when moving objects very quickly, but I've got quite a bit of HW I have to get done before tomorrow as well, so it'll have to wait.

Here is the capx: https://dl.dropboxusercontent.com/u/214 ... ample.capx

Let me know what you guys think, and have an awesome day! ^^

EDIT: Something is wrong with the CPU meter, and I'm not sure why. On the Angular example (9 Objects), it uses 50% of my CPU on Node-Webkit. On the Drag (1 object) example it uses a good 8%. Is there a better way to do this?
B
28
S
7
G
5
Posts: 202
Reputation: 5,285

Post » Mon Dec 08, 2014 6:23 am

It's a neat effect! I never got past about 17% on it for CPU use, though I could see it really tanking some older computers. I really don't know a better way to do it, though. Your way looks more polished than how I would've attempted it.
B
103
S
38
G
19
Posts: 962
Reputation: 17,986

Post » Mon Dec 08, 2014 1:28 pm

C-7 wrote:It's a neat effect! I never got past about 17% on it for CPU use, though I could see it really tanking some older computers. I really don't know a better way to do it, though. Your way looks more polished than how I would've attempted it.


Well, recently I've created a much, MUCH more optimized way to handle it, but now it uses a megaton of objects (Over 300 objects with 12 entities for a 24 sample size ._.)

Take a peek: https://dl.dropboxusercontent.com/u/214 ... index.html

Here's the src: https://dl.dropboxusercontent.com/u/214 ... ur2.0.capx

Let me know how well it runs on your end ^^
B
28
S
7
G
5
Posts: 202
Reputation: 5,285

Post » Mon Dec 08, 2014 3:32 pm

That one capped at 7% for me. Quite respectable.
B
103
S
38
G
19
Posts: 962
Reputation: 17,986

Post » Mon Dec 08, 2014 10:35 pm

Looks really cool matey. Nice work.
ImageImageImageImageImage
B
19
S
5
G
1
Posts: 614
Reputation: 2,542

Post » Thu Jan 01, 2015 7:54 am

Great effect. My PC settled to 8% and my Nexus 7 tablet to 90% (but it was still pretty smooth!) :D
B
24
S
9
G
4
Posts: 1,646
Reputation: 6,596

Post » Thu Jan 15, 2015 7:45 pm

Thanks for contributing this Phobos002. :)

I modified your last capx to add a velocity dependent blurring effect that makes this look even better in action, and is useable down to 4 samples for slower movement (lower settings blur more, which sacrifices accuracy, but still looks smooth in motion). Here it is:

CAPX: https://www.dropbox.com/s/9j0q36mne5x56 ... .capx?dl=0

Be aware, this is a much hungrier effect GPU-wise (blurring is being applied to each moblur sample individually as a webgl effect).

Still, at 12 samples it's smooth on my HD4000, and it could probably be used in a real game w/ a dedicated GPU. As an incidental effect, it could be used just about anywhere.

Could make the effect cheaper/better looking with a proper directional blur effect, but I'm not aware of one for C2. Also, could probably batch moblur sprites on their own layer(s) for considerably cheaper blurring at high samples, but that would require a separate layer for each set of sprites (not un-doable, but a PITA to be sure).
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,187

Post » Fri Jan 16, 2015 3:34 pm

This is what i was looking for. Thanks for effect, it will be usefull
B
5
S
1
Posts: 17
Reputation: 421


Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest