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  • Emissive Map Glow

    Hi, I've tried out the emissive maps and they work great except they don't actually "glow", which is kind of necessary for my game. I've heard about using the HDR to make it more glowy, but I don't think that's quite the effect I'm looking for. The other method I've...
    Posted to Using SunBurn (Forum) by JacKAsterisK on 02-01-2012
  • "Seams" in screen space normals (deferred rendering)

    What ho, I've recently purchased SunBurn and am writing a post processor which works rather like a cel shader in that it needs to detect differences between normal vectors and munge the image around accordingly. I'm using deferred rendering and am successfully grabbing the DeferredNormalViewSpaceAndSpecular...
    Posted to Using SunBurn (Forum) by Genstein on 02-10-2011
  • Re: Share what you are working on

    Here is a sample of Depth of Field working in SunBurn. I've added a few more lights to the previous example and used volumetric lighting to help build the atmosphere.
    Posted to Using SunBurn (Forum) by Nelxon on 02-09-2011
  • Re: Share what you are working on

    Looks as good as a AAA game yet? Depth of Field and Horizontal Based Ambient Occlusion ... I haven't even added the HDR Lighting yet... this scene still only have 2 lights. I love SunBurn! Yes sir, 2011 is looking real good for indie games. :) btw John, this is using the Disc Blur Technique.
    Posted to Using SunBurn (Forum) by Nelxon on 02-08-2011
  • Re: Share what you are working on

    [quote user="Tom"] Where did you get that model? [/quote] It's from the CryTek site. Perfect for testing lighting and rendering. Here a video of the ambient occlusion effect in action... If you want more insight, http://www.nelxon.com/954/horizon-based-ambient-occlusion-in-xna-4/ Oh and...
    Posted to Using SunBurn (Forum) by Nelxon on 02-07-2011
  • Re: NormalDepth Custom Shader

    Thanks JohnK. The deferred rendering option sounds sounds like it might be the simplest way forward since the edge-effect post processor does indeed seem to only detect differences in the depth and normals, so I could probably just use what is already provided by Sunburn's deferred buffer object...
    Posted to Using SunBurn (Forum) by CJ Bailey on 08-04-2010
  • Create a custom post processor

    Hi all, I would like to know how to create a custom post processor. I've checked the documentation (and the HDR example) and I only found the HighDynamicRangePostProcessor. Anyone any idea on how I could start for instance to create a black and white processor ? Kind regards, Wim
    Posted to Using SunBurn (Forum) by Wim Vancoillie on 06-14-2010
  • Only avatar shadows rendering... And a post processor crash

    Hey guys, I had gotten avatars rendering in out game with animations looking how we wanted but now they only render their shadows... What I did to break it was render the scene twice (slightly different by adding and removeing items before the scene render calls) and on the first render (which is to...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 05-07-2010
  • PostProcessor, Rendering outside of SunBurn

    Hi, In my prototype, I'm now rendering a Starfield generated using Custom geometry rendered between the SceneInterface.BeginFrameRendering() and SceneInterface.RenderManager.Render() calls. I added a new HighDynamicRangePostProcessor instance to the SceneInterface.PostProcessorManager as demonstrated...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 02-18-2010
  • Re: Extending the Post Processing

    Hi Travon, The post processing works like a stack of full screen effects each with its own render target. This explanation is a little more involved than necessary, but I think it helps to know what's going on internally during post processing. Overview When BeginFrameRendering is called a processor...
    Posted to Using SunBurn (Forum) by JohnK "bobthecbuilder" on 10-19-2009
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