Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Adaptive Bloom by Bond1

Author
Message
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 28th Oct 2010 20:54 Edited at: 19th Sep 2011 18:26
Here is my Adaptive Bloom shader, it analyzes the brightness of the scene, automatically, to determine how much bloom to apply. Great for HDR style effects!

EDIT: This shader is now included with the official version of FPS Creator from v1.18 onwards.

Video, Part 1: http://www.youtube.com/watch?v=aOXh94Z_8Vc



Video, Part 2: http://www.youtube.com/watch?v=qVjYQrd18SU



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Gencheff
14
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 28th Oct 2010 20:56
EPIC! can't wait

AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 28th Oct 2010 21:02
Great!!

Abdul Ahad
Wraith Staff
17
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 28th Oct 2010 21:28
Sooo cool

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 28th Oct 2010 21:41
...friggin' amazing.

Thank you so very much, bond1...

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 28th Oct 2010 21:57
Nice, is there a way to increase reaction time, etc?

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 28th Oct 2010 22:07 Edited at: 28th Oct 2010 22:08
Quote: "is there a way to increase reaction time"


Only within a narrow range. It is adjustable from instantaneous, to 1 full second max. I blend the brightness calculation over the previous 60 frames maximum- so at 60fps it takes one full second for the reaction. Any more than that causes unpredictability in the brightness calculation.

The Youtube video doesn't do the actual bloom/glow justice in fact. It's really smooth, tight, and focused, rather than the sloppy stock bloom that seems to blur just about everything. You could really pull off a Bioshock style indoor environment now! And seamless go between indoor and outdoor without the bloom blowing out everything.

----------------------------------------
"bond1 - You see this name, you think dirty."
anayar
15
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 28th Oct 2010 22:16
Amazing Work Bond1!! I think you need to take a vacation with the amount of work youve been doin


Cheers,
Anayar


For KeithC
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 28th Oct 2010 22:17
Totally awesome! You got some serious talents with shaders (and other things too of course )

Can't wait for a download

Roger Wilco
19
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 28th Oct 2010 22:57
Amazing work as always, bond!
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 28th Oct 2010 23:26
Quote: "Only within a narrow range. It is adjustable from instantaneous, to 1 full second max. I blend the brightness calculation over the previous 60 frames maximum- so at 60fps it takes one full second for the reaction. Any more than that causes unpredictability in the brightness calculation."


Shame, one thing I've always wanted to do is the effect when you come out of the vault in Fallout 3. It takes like five seconds for the light to adjust, and it reveals the landscape in a beautiful way...

Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 28th Oct 2010 23:37
still, we can't complain. this looks amazing.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Le Shorte
15
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 28th Oct 2010 23:41
Wow, nice job! Looks great!

PS- Your DL links for a lot of your shaders are down. The ones on Hyrumark.com is what I mean.

I do private FPSC scripting- email for more details.
Astro Chickster
User Banned
Posted: 28th Oct 2010 23:57
Because Hyrumark is also down?
Le Shorte
15
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 29th Oct 2010 00:01
Yes.

I do private FPSC scripting- email for more details.
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 29th Oct 2010 00:05
Good work!

Vent
FPSC Master
15
Years of Service
User Offline
Joined: 3rd Apr 2009
Location: BC
Posted: 29th Oct 2010 01:06
Awesome!



raymondlee306
15
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 29th Oct 2010 01:27
Amazing as always, Sir. If your taking suggestions...I would think being able to assign bloom to a specific light, instead of the whole scene would also be great. I'd like to have bloom on my "sunlight" but might not need it on my table lamp in a scene. This looks amazing though.
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 29th Oct 2010 01:31
The video looks awesome.

This is much better than having the entire scene washed out which can easily happen with the stock bloom shader.

Source engine fans are going to love having a little HDR in FPSC from now on. Looking forward to the download.

ZockerX
17
Years of Service
User Offline
Joined: 14th Nov 2007
Location: Germany
Posted: 29th Oct 2010 02:20
Awesome, can't wait!
Thumps up for ya great work bond1!!

Greetings
ZockerX

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Oct 2010 03:32
Bloomalicious !!!

   Conjured Entertainment

 WARNING: Intense Madness
Scope
17
Years of Service
User Offline
Joined: 14th Nov 2007
Location:
Posted: 29th Oct 2010 03:47
Awesome.
Scope.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 29th Oct 2010 03:52 Edited at: 29th Oct 2010 03:53
With this bloom, I can make the Metro Theater more how I envisioned it : darker with more atmostphere. A nice bloom around self-illuminated light sources gives you the freedom to use weaker lights without things getting too dark, as the bloom will automatically brighten the surrounding areas with nice ghostly glow.



----------------------------------------
"bond1 - You see this name, you think dirty."
michael x
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 29th Oct 2010 03:55 Edited at: 29th Oct 2010 03:57
yes this is the way bloom should use. Ever time I seen someone use bloom in there game I always think ( man it would be great if lights could just glow and not the entire room). never like bloom because of that fact. make you want to make a game call (dream world in candy land). with everything looking bright fuzzy you can have care bears and rainbows. but this beats them all the best bloom shader ever made for fpsc. you have done such amazing job bond1 we need to make up some type of award for you that cant be touch.something like the Most Valued Member award or MVM. you are always on top you game and never coming down. we say it all the time (what would we do without you)? here is one on me genius pure genius.

more than what meets the eye

Welcome to SciFi Summer
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 29th Oct 2010 04:19
This reminds me of half life 2 lost coast when you would go into the dark parts and come outside, as well as fallout3 when you come out out of the vault.

Incredible, this is fantastic.

Limitless Box studios current project: Lost Contact

Pirate Myke
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 29th Oct 2010 09:15
Now thats what its supposed to do. Great work as always Bond1.

Nothing but coffee in my veins
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Oct 2010 09:49
Looks awesome


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Gamerfreak331
15
Years of Service
User Offline
Joined: 12th Sep 2009
Location:
Posted: 29th Oct 2010 12:53
<3

F33r my cheats, lol - a famous statement made by master chief.
double
15
Years of Service
User Offline
Joined: 28th Jun 2009
Location: Germany
Posted: 29th Oct 2010 13:02
ZockerX
17
Years of Service
User Offline
Joined: 14th Nov 2007
Location: Germany
Posted: 29th Oct 2010 13:45
I can't believe it...it's so great!

Dark Goblin
18
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 29th Oct 2010 13:51
nice nice nice...
bond you are really doing a great job with all of your shaders and its an honour to use them (and maybe combine two of them into one ).

I hope you will never stop working on all the shaders, you are one of the best.
Now there are only 2 things left I want for FPSC.

A better looking water shader and a parallax shader (please no relief ).
Than we have all we need, I'm in no need for DoF atm xD

... efxMod Developer!
D0MINIK
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 29th Oct 2010 14:39
Hell this looks great!!

Woolfman
17
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 29th Oct 2010 15:59 Edited at: 29th Oct 2010 16:00
Fantastic Bond1! This really is great!
dxdragon86
15
Years of Service
User Offline
Joined: 15th Mar 2009
Location: Germany
Posted: 29th Oct 2010 17:10
Looks realy Great

GreenDixy
16
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 29th Oct 2010 18:46
this is awesome cant wait

======================================

GreenDixy Productions http://GreenDixy.Com
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 29th Oct 2010 18:48
I love it. Does this require any scripts to work or is it just shader. And did you put light outside when you showed that map. If so is it big or small scale amount.


Check for pure horror.
And Now with real demo.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 29th Oct 2010 19:00 Edited at: 29th Oct 2010 19:04
Quote: "Does this require any scripts to work or is it just shader."


Everything happens in the shader, no scripts required. And yes there was a large static light outside to illuminate the ground segments.

----------------------------------------
"bond1 - You see this name, you think dirty."
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 29th Oct 2010 21:49
ok.


Check for pure horror.
And Now with real demo.
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 29th Oct 2010 22:11
Now you just need directional lights to give yourself some proper sunlight...

Norion
14
Years of Service
User Offline
Joined: 14th Jun 2010
Location: The Netherlands.
Posted: 29th Oct 2010 23:16
that is so AWESOME thank you BOND1

Cheers


NORION.

The universe is everything around this but you are everything around the universe.

by Norion.
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 30th Oct 2010 00:29
Looking really good. Can't wait to utilize this with some VR graphics.

On a side note, every time I enter this particular thread my anti-virus says it's blocking access to 'militant' content, no specifics though.


"...space is where I'll fight and where I'll die."
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 30th Oct 2010 01:01
Quote: "Can't wait to utilize this with some VR graphics."


That will look fantastic - very Tron-like.

I'm just putting some meaningful UI elements in for Dark Shader, so users can tailor the overall intensity of the bloom and brightness threshold to their own needs and tastes.

----------------------------------------
"bond1 - You see this name, you think dirty."
Bootlicker
15
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 30th Oct 2010 01:21
this shader looks awesome, although my pc needed a formatting and I lost pretty much everything including your previous shaders, I went to go and download them again and all the links are broken. Any chance of these getting fixed or re-uploaded?


DarkFrost
15
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 30th Oct 2010 01:36
C'mon I cannot wait for these things!!!!

[img][/img]
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Oct 2010 02:35 Edited at: 30th Oct 2010 02:37
Quote: "C'mon I cannot wait for these things!!!!"

My feelings about the planar projected character shadows.

However, Bond is the most perfect perfectionist I know, so you'll have to wait until it is as good as it can get, and then he'll let us have at it.

I'm grateful that he takes the time to create these shaders so that we have all of those sliders in DarkShader to tweak these things.

That Metro image is the first time I have actually admired a bloom effect. (I liked the end of the tunnel thing too)
Now I finally know what all the fuss about Bloom is all about, because I have finally seen it used as best as can be.
Everything I've seen up to now just made things glow to the point of hurting my eyes, but Bond has perfected the use of bloom to the point that it makes sense to me now.
I am starting to like bloom more and more now that it is being used realistically.

   Conjured Entertainment

 WARNING: Intense Madness
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 30th Oct 2010 02:46
Quote: "Everything I've seen up to now just made things glow to the point of hurting my eyes"


Yes, and many AAA games are guilty of this as well, I've played games where floors are glowing, and I've even seen entire buildings that were glowing. And I thought to myself, who thinks this looks good, that doesn't even make any sense?!

Bloom should be used for only self-illuminated entities where you want to have an almost ethereal, incandescant type glow, like for the actual light source itself such as a lamp. Or to simulate the ultra bright light of outdoors as seen from indoors looking out. Othewise bloom shouldn't even be noticeable - it should be a subtle effect most of the time.

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Oct 2010 03:19
Quote: "And I thought to myself, who thinks this looks good, that doesn't even make any sense?!"

That was my first thought as well. (exactly)
That is why I was never a bloom fan before.

Quote: "Bloom should be used for only self-illuminated entities where you want to have an almost ethereal, incandescant type glow, like for the actual light source itself such as a lamp. Or to simulate the ultra bright light of outdoors as seen from indoors looking out. Othewise bloom shouldn't even be noticeable - it should be a subtle effect most of the time."

Yes, you have shed light on the proper use of bloom, and I can now see how it can be useful realistically.
I can only hope that others will be illuminated with this info.

You're the best Bond!

   Conjured Entertainment

 WARNING: Intense Madness
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 30th Oct 2010 04:11
Quote: "My feelings about the planar projected character shadows"


Christmas is still going to come slightly early this year if it gets released early December.

This adaptive bloom is going to compliment bond1's other shaders much better than having all the specularity on textures washing out becaues everything is too bright.

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Oct 2010 05:09
Quote: "This adaptive bloom is going to compliment bond1's other shaders much better than having all the specularity on textures washing out becaues everything is too bright."

Like the flushable toilet.
Do you guys remember that thing and the image supplied for the soiled one? lol
It is the only thing that gets washed out in my game with the new version no matter what I do to the textures.
If this fixes that then I will be thrilled even more. (I really get a kick out of that flushable toilet, and I resoil it when the player walks away)

   Conjured Entertainment

 WARNING: Intense Madness
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 30th Oct 2010 05:42
Nice shader, bond1!

I look forward to peeking into how it works. HLSL was never my favorite language.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.

Login to post a reply

Server time is: 2024-11-24 22:26:02
Your offset time is: 2024-11-24 22:26:02