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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...