HighDynamicRangePostProcessor question

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Marcin Draszczuk Posted: 09-09-2010 12:05 PM

Hello,

I'd like to use bloom post-processing in my game,and I noticed that bloom doesn't work if there's no HighDynamicRangePostProcessor created. Is there any way to take advantage of built-in bloom effect, but without HDR effect?

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SunBurn_Studio_Licensee

Hi Marcin,

Not in the current version, however we have this feature in our development branch and it should be available in the near future.

Let me know if this helps!

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I just added my own implentation of Blooming only on the Community Resource pages. It should give you a temporary solution until John and the team delivers a better suited one ;)

Bloom Post Processor sample

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SunBurn_Studio_Licensee

Nice work Philippe!

Thanks for this awesome contribution. :)

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SunBurn_Community_Licensee

Thanks a lot!

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Seems that the sample doesn't work for me. Only thing that works is BloomSaturiation/BloomIntensity adjustment and it actually changes original texture's saturation and intensity. Changing Threshold, BlurDistance, OriginalSaturation or OriginalIntensity has no effect on the final image (and I don't see any bloom at all).

One noticeable thing is that mastersource texture that is passed as ColorMap parameter to BloomCombine is null.

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SunBurn_Community_Licensee

Is it just me or is the HDR sample really expensive? 

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I have to check on my side if that is working. I've implemented this one quite a long time ago and it seems to be working on my game.

Have a look here:

http://indiefreaks.com/community/videos?groupid=2

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