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TheComet
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Posted: 4th Jan 2012 15:15
Hi everyone


For the game I'm making for NaGaCreMo I've created a grid of tiles and applied parallax mapping to all of them. This makes them look really nice, but they're dark. How would I go about making them glow so they look really bright?

TheComet

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Posted: 4th Jan 2012 15:22
isnt that bloom? use evolved shaders...
MrValentine
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Posted: 4th Jan 2012 15:34
Hmm... are they solid or transparent?

revenant chaos
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Posted: 4th Jan 2012 16:03
I'm not quite sure what you mean by "glow so they look really bright", do you mean that you want parts of the surface to glow in the dark?
TheComet
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Posted: 5th Jan 2012 23:56 Edited at: 5th Jan 2012 23:56
Here's the level without shaders:



Here is the level with shaders:



See how dark it is? Is there some way to brighten that up a bit? I was thinking in the direction of making the tiles emit light... But how?

TheComet

revenant chaos
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Posted: 6th Jan 2012 04:27
The shader could be modified to use an emissive texture to cause parts to appear to glow, and you could try increasing the ambient lighting a bit. I am sure you are aware of it, but if you raise the light up a bit farther from the floor it should help to brighten it.

Could you post the shader you are using?
TheComet
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Posted: 6th Jan 2012 18:31
Here's the shader:



TheComet

revenant chaos
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Posted: 6th Jan 2012 21:52 Edited at: 6th Jan 2012 22:01
Hi TheComet, Here is a version which uses an emissive texture: (!! Warning - Untested !!)



Stage 0 - Diffuse tex
Stage 1 - Normalmap
Stage 2 - Heightmap
Stage 3 - Emissive tex
TheComet
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Posted: 17th Jan 2012 19:08
Thanks revenant chaos, it improved a lot! I still don't have the effect I wanted though... What I'm after is to be able to visualise light emitting from an object like this. A bloom shader isn't what I need because that affects the whole scene. I need to be able to specify which objects glow and which ones don't.

Here's a screen shot of it now:



TheComet

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Posted: 18th Jan 2012 03:45 Edited at: 18th Jan 2012 03:53
Hmmm, you might be able to use a bloom shader and an additional camera for that.

You could render the tiles you want to glow to a new camera and then have the bloom shader use that new camera as its input rather than the whole scene. The bloom could manipulate that camera's image and produce a glow based on it only. Then it could apply that glow to the entire scene. In this case only the tiles which you wanted to glow would glow. You might take a slight performance hit from rendering the extra camera (there may be some clever ways to lessen this) but it should do the trick .


Or, if you don't want to use a shader, you could make some transparent plains with a round, soft-edged glow texture on them, position one at each glowing tile, disable their zdepth and point them at the camera (could look good or bad depending on the angle lol. The glow would also overwrite your ships though which wouldn't look very nice.)


Guns, cinematics, stealth, items and more!
revenant chaos
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Posted: 18th Jan 2012 04:11 Edited at: 18th Jan 2012 04:13
It sounds like you are looking for a standard bloom shader to me, but you would ONLY render the glowing objects to the bloom cameras (with a black backdrop). With the addition of what I am going to refer to as a "bloom mask", I think that could produce a nice result. I am going to bed now but if I get time I'll see what I can come up with tomorrow.
Agent Dink
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Posted: 18th Jan 2012 13:52
I would I would disable z depth on a bunch of plains, colored like the tiles, and stick them at the center of each colored tile. Also, ghost them and make them always face the camera. Believe me. It will look stunning. I've done this before.

http://lossofanonymity.wordpress.com
DarkLord5656a
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Posted: 22nd Jan 2012 18:00
that did help but its still a black screen but now it makes the mouse disappear in it to so what am i doing wrong?

let the darkness privail
CumQuaT
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Posted: 23rd Jan 2012 06:44 Edited at: 23rd Jan 2012 06:45
@DarkLord5656a - Are you responding to your posts in other people's posts? Seriously dude, you're on a one-way street to getting banned. Shape up quick!

@TheComet - Take a look at when you're setting up the advanced lighting. There will be an ambient light value that you can increase. I think it defaults to around 40, but you can push it all the way up to (I think) 255. I had a similar problem with Malevolence and this fixed it. Not only does it lighten it generally, but it also enhances any glow effects you have!


TheComet
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Posted: 25th Jan 2012 23:35
Thanks for everyone's help

I tried adding multiple lights to the parallax shader, but I think I broke it Can someone with some shader knowledge point out what I'm doing wrong?



TheComet

revenant chaos
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Posted: 26th Jan 2012 04:28
Hello again TheComet. Sorry I completely forgot about that bloom shader and I am not completely sure when I'll get time (though hopefully soon).

When updating that shader you forgot to copy over the line which reads the emissive texture (in the pixel shader). It should look like this:


Ambient and Emissive lighting only need to be drawn once (during the first pass). I havn't tested it, but with those corrections everything looks good.
TheComet
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Posted: 26th Jan 2012 20:13
Updated the FX file, but it still doesn't work The objects are all invisible. Here's the whole shader:



TheComet

revenant chaos
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Posted: 27th Jan 2012 05:28
Those are not the pixel shader functions that I posted. The emissive texture should only be used during the first pass (so within PS and PS_L1). Rather than picking through that shader I just added the extra lights to the shader which I first posted.


TheComet
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Posted: 30th Jan 2012 07:06
Thanks so much, that worked perfectly!

TheComet

Green Gandalf
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Posted: 31st Jan 2012 00:55
@The Comet

Did my suggestion on your other thread work?

Cartoon shader query
TheComet
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Posted: 31st Jan 2012 12:45
Ah yes it did, I forgot to respond to that. Thanks for the help

TheComet

Green Gandalf
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Posted: 31st Jan 2012 12:49
Thanks for the update. Glad it worked.

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