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FPSC Classic Product Chat / Question: Making decals interact with bloom?

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Wraith Staff
19
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 2nd Jun 2011 23:36
I'm making some hologram decals and was wondering if anyone knew how to make them interact with the adaptive bloom shader. Does anyone know how to do this (if it's even possible)?

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Wraith Staff
19
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 4th Jun 2011 06:58
FYI, I'm talking animated decals/particle system. Figured I'd point that out

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bond1
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Joined: 27th Oct 2005
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Posted: 7th Jun 2011 20:52 Edited at: 7th Jun 2011 20:54
The adaptive bloom identifies the brightest areas of the screen, whether it's a segment, entity, skybox, particle...doesn't matter what it is, the bloom is then applied to just the brightest areas. Typically the brightest areas of the screen will be the self-illuminated parts. Particles/decals in FPSC are full-bright by default. So for a hologram type particle, just make sure it's a very bright, vibrant hue so that it will trigger the bloom.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Wraith Staff
19
Years of Service
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 8th Jun 2011 19:44
Really? That easy? Wow... huh... I thought it was fairly vibrant as-is. Guess I have some tweaking to do. Thanks again bond1!

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