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FPSC Classic Models and Media / Adaptive Bloom by Bond1

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Nomad Soul
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Posted: 30th Oct 2010 18:44
Quote: "Do you guys remember that thing and the image supplied for the soiled one?"


Yes I do. It was quite innovative for the time.

@bond1 - Is the shader being released today? It would be great to give it a try after X-Factor!

bond1
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Posted: 30th Oct 2010 19:19
Quote: "@bond1 - Is the shader being released today? "


Yes, recording the video now!

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"bond1 - You see this name, you think dirty."
DarkFrost
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Posted: 30th Oct 2010 19:37
YEYE! Cannot wait, I've been refreshing this since yesterday night lol.

[img][/img]
AbdulAhad
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Posted: 30th Oct 2010 19:38
Great!! I would love to try the shader!

Abdul Ahad
mrmango
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Posted: 30th Oct 2010 19:41
Same here, keep coming back to this thread. The shader looks excellent.
bond1
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Posted: 30th Oct 2010 20:47
Download is ready with part 2 of the video - see first post.

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"bond1 - You see this name, you think dirty."
uzi idiot
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Posted: 30th Oct 2010 20:52
Bond you are amazing, i've been waiting for this

good frame rates matter...
Mazz426
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Posted: 30th Oct 2010 21:22
thanks for the download, but in your info it says to replace your post-bloom.fx file, i dont have that file, where should i put the shader

Gencheff
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Posted: 30th Oct 2010 21:25
effectbank\ps_2_0\

You need to have update 1.17 or 1.18. (Or project blue)

Seth Black
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Posted: 30th Oct 2010 21:26
@Mazz426

Which version of FPSC are you running?

In v1.17 through v1.18 Beta 3 post-bloom.fx is a stock file.

CoffeeGrunt
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Posted: 30th Oct 2010 21:34
Quote: "@bond1 - Is the shader being released today? It would be great to give it a try after X-Factor!"


Oh dear God, this thread was cool 'til you mentioned that show... D:

I'll have to see if I can re work and see how this shader works, then maybe recreate something similar in UDK. Te tone mapping in that's still developing atm...

bond1
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Posted: 30th Oct 2010 21:37
Quote: "I'll have to see if I can re work and see how this shader works"


Be sure to check out part 2 of the video then, as I explain in very literal, visual terms how the shader works - so each part of the code should make more sense.

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"bond1 - You see this name, you think dirty."
uzi idiot
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Posted: 30th Oct 2010 21:38
@Mazz426, you need fpsc update 1.17 or higher

good frame rates matter...
Cosmic Prophet
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Posted: 30th Oct 2010 22:40
Thanks Bond, Another great piece of shader magic from the master.

Now is the time, for all good things to pass. And don't it figure, My toilets' broke.
DarkFrost
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Posted: 30th Oct 2010 22:47
Works great man thanks!

[img][/img]
The Zoq2
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Posted: 30th Oct 2010 22:55
Awsome

Srry about my english im from sweeden
defiler
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Posted: 31st Oct 2010 00:40 Edited at: 31st Oct 2010 00:44
Thanks bond for another great Shader.

Does this replace the default bloom that came with the v117/ 118 update?

edit: nvm you do replace it after you back it up.

Limitless Box studios current project: Lost Contact

ZockerX
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Posted: 31st Oct 2010 01:55
Quote: "Now you just need directional lights to give yourself some proper sunlight..."


Hehe, with Lightrays/Sunrays were terrific. xD

This Shader is so fantastic, it's allowed some nice effects, like this:



Everything is blurry outside the window, great.
Thanks a lot.


Greetings
ZockerX

bond1
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Posted: 31st Oct 2010 02:34 Edited at: 31st Oct 2010 02:39
Thanks man, and the cool thing is, if could approach that window so that it fills most of the screen, the bloom will fade away revealing the outside world!

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"bond1 - You see this name, you think dirty."
Crazy Acorn
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Posted: 31st Oct 2010 02:57
@ bond 1

I want to buy you a coke right now...

JLMoondog
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Posted: 31st Oct 2010 03:36
Gives my crystals a shimmering effect when your moving, really cool to see in action:

Now to test this with some other media I'm building.


"...space is where I'll fight and where I'll die."
DarkFrost
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Posted: 31st Oct 2010 03:51
Hey, btw I tried this with Blue UM and used the effect on my guns as well...

I must say it gives a lovely effect to certain weapons.

[img][/img]
vortech
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Posted: 31st Oct 2010 09:20
Been waiting for this. Awesome.


Check for pure horror.
And Now with real demo.
loler
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Posted: 31st Oct 2010 14:56
wow thank you very much this shader is awesome

its not a bug its a feature
CoffeeGrunt
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Posted: 31st Oct 2010 15:41
Quote: "Hehe, with Lightrays/Sunrays were terrific."


No, I mean it'd be great if you could have directional lights in FPSC, rather than just plain old point lights all the time...

Wolf
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Posted: 31st Oct 2010 16:05
Yesterday I was whishing myself something like this after I played "Risen" and I was messing around with an IN/OUTDOOR Level.

Today I can download it.

I tested it on my yet secret Project, and I need to say that is it indeed perfect.

I don't feel any loss of performance and it increases the whole ambience a LOT! Thanks a thousand @ Bond1.



-Wolf

God Helps the Beast in Me!
ZockerX
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Posted: 31st Oct 2010 16:56
Quote: "No, I mean it'd be great if you could have directional lights in FPSC, rather than just plain old point lights all the time..."


Yes your right, thats were a great feature.

Greetings
ZockerX

Wolf
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Posted: 31st Oct 2010 17:04
Quote: "
No, I mean it'd be great if you could have directional lights in FPSC, rather than just plain old point lights all the time..."


You can do these. Just add transparent cone models and place a light in it.



-Wolf

God Helps the Beast in Me!
WickedX
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Posted: 31st Oct 2010 17:19
Sir bond1

This is simply beautiful. Seriously, I could find no use for the stock post-bloom effect. I as so many others would just turn it down or off.

You sir, are a truly a value to this community.
Brian

Have netbook will travel.
CoffeeGrunt
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Posted: 31st Oct 2010 17:23
Quote: "You can do these. Just add transparent cone models and place a light in it."


That's for a spot light, not a directional light.

Doesn't doing that disable the ability to use Full lightmapping as well?

Juzi
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Posted: 31st Oct 2010 17:24
I downloaded and tested the shader and I must say; great work bond! Only down-side is that I have to redo the whole lighting of my levels but that's a small price to get visual eye-candy like this

Thanks!

Deflate the mystery of living in the most heartless fashion I could ever imagine. No pretense of decor.
uzi idiot
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Posted: 31st Oct 2010 17:25
which skybox would you recommend for the 'tunnel to freedom' effect?

A bit of a non shader related issue here, but every couple of test games the post-processing keeps resetting to 0, although i have it set to 1. My fpsc ver. is 1.17 final, I recently downgraded from beta 3 of 1.18, can anyone help or has had the same problem?

good frame rates matter...
bond1
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Posted: 31st Oct 2010 17:43 Edited at: 31st Oct 2010 17:50
Quote: "which skybox would you recommend for the 'tunnel to freedom' effect?"


Any bright cubemap will do that looks like a bright sunny day. I used the "Dst" skybox in the scifi skybank folder. The key is to give a contrast between dark and light.

In the real world, there is a HUGE discrepency in luminance between indoor lighting and outdoor daylight. In computer graphics, luminance is just a number between 0-255...not a very wide value. So to simulate that huge variance that exists in the real world, we use these types of HDR adaptive techniques to make it SEEM like there's much more range than there really is.

So just pick a nice bright cubemap to use as your outdoor environment, and use darker indoor lighting for that "tunnel to freedom" effect that Valve games do so well!

----------------------------------------
"bond1 - You see this name, you think dirty."
bruce3371
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Posted: 31st Oct 2010 18:26
@bond1, why aren't you working for Valve yet?!! Seriously, I was watching your YouTube videos and I was just sat totally ingrossed in what you were saying lol.

Thanks for all the amazing work you do for us mere mortals!

uzi idiot
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Posted: 31st Oct 2010 18:31 Edited at: 31st Oct 2010 18:33
edit, sorry didn't see i'd started a new page

thanks for the info btw

good frame rates matter...
Pirate Myke
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Posted: 31st Oct 2010 19:25 Edited at: 31st Oct 2010 19:42
This is a great shader. Thank you for the download.

Heres a screenshot:

BathysphereBondAdtBloom.jpg



Nothing but coffee in my veins
loler
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Posted: 31st Oct 2010 21:27
it looks really cool in outside levels


its not a bug its a feature
uzi idiot
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Posted: 31st Oct 2010 21:34
@loler: how do you get 59fps on an outside level? I'd get 35fps approx
my specs:
Processor Type: Intel Pentium Dual Core Processor T4200
Processor Speed: 2GHz, 667MHz, 1 MB Cache
Operating System: Genuine Windows Vista Home Basic
Memory: 3 GB DDR2 Memory (up to 8GB DDR2)
Hard Drive: 160 GB SATA 5400 rpm
Optical Drive: Light scribe Super Multi DVD Writer (+/-R +/-RW)
Display Type: 17.3″ Diagonal HD+ High-Definition HP LED BrightView Widescreen Screen Resolution: 1600 x 900 pixels
Graphics: Intel Graphics Media Accelerator 4500MHD
sorce:http://www.dealgiant.co.uk/compaq-presario-cq71-135sa-laptop-review/

are my specs decent?

good frame rates matter...
ZockerX
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Posted: 31st Oct 2010 21:38
Hey, I know thats ridiculous, but were Sunshafts/Lightrays possible in FPSC with a new Shader?

I know, I'm a freak, but I like Lightrays so much.

Greetings
ZockerX

loler
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Posted: 31st Oct 2010 21:40
@uzi idiot:this isnt a big outside level just this small hill up and then you got in a cave so nocthing big ^^
@zockerx yea lightrays are awesome i loved them in far cry 2

its not a bug its a feature
ZockerX
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Posted: 31st Oct 2010 22:37
@uzi idiot, your specs sounds like a notebook.
Notebooks are not the greatest gaming machines of the world.
But I think, your Graphics Card is the main problem.
Because all the rest of your hardware specs are okay.

Quote: "@zockerx yea lightrays are awesome i loved them in far cry 2"


Yes, Crysis, the new Medal of Honor, Risen, Arcania and more other nice games with this great effect.
Taking into account that Arcania is not a nice game, only the graphic looks great.


Greetings
ZockerX

BlackFox
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Posted: 1st Nov 2010 04:13
Great work on this, Bond1. We never used any shaders and were not fans of bloom- until now. Both of us are thankful for the time you took to do this, and the time you took to answer our questions to get us on the right track.

Appreciate all your efforts you provide for us in the community.

- BlackFox

RPG Mod- Create a world full of adventure
Plystire
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Posted: 1st Nov 2010 04:57
Just had a look at your videos and at the shader file. I must say, very clever method of adaptive bloom.

Good work!


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.
GreenDixy
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Posted: 1st Nov 2010 17:31
just got to play with it awesome work as always gives a little more natural look to the levels without all the eye kill

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

GreenDixy Productions http://GreenDixy.Com
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Posted: 2nd Nov 2010 09:44
This is excellent and a vast improvement.

Sadly, I can't test this at the moment due to a broken graphics card, can anyone tell me how well this works with fog?
Slayer
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Posted: 2nd Nov 2010 13:23
Ow man this is cool! So inventive! I just wonder how it would look with fire... and for lasers! or a robots eyes... hmmm awesome...

I dont know how to spell
CoffeeGrunt
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Posted: 2nd Nov 2010 14:02
I'm currently working through mimicking this in the UDK material editor...

I've sussed out using a Constant Clamp to get the effect you have where you remove darker areas of the image. Just need to find a way to add blurs into the mix, then I could add them together and tweak from there...

Good thing is I'm using parameters, so I can edit the values of the clamps, etc on the fly if I need to in game.

It's some great work here Bond. I can't wait 'til you release your parralax shader pack so I can have a look at what wizardry you've done there...

Ravey
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Posted: 2nd Nov 2010 14:24
Awesome stuff!

Dave Milton
TGC Team
Tombsville
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Posted: 3rd Nov 2010 02:22 Edited at: 3rd Nov 2010 02:22
Amazing how a shader like this can get the level design/artistic juices flowing.

Phenomenal work!

THANKS AGAIN, BOND!



Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
Soviet176
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Posted: 3rd Nov 2010 03:15 Edited at: 3rd Nov 2010 03:16
Bond I know this isnt the thread to be posting in, but can you also provide a new DL link for your free segment shader? The link in that thread is broken. Thank you!

**Edit**

The entity one to if you don't mind, the links just don't work

Putting fear back into sliced bread since 4th May 2010

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