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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...
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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...
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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.
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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.
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[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...
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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...
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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
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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...
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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...
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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...