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Skybox, HDR Bloom http://horde3d.org/forums/viewtopic.php?f=2&t=377 |
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Author: | PuG [ 14.06.2008, 10:39 ] |
Post subject: | Skybox, HDR Bloom |
Hi, just rendered out a custom cube skybox for Horde, though when in game the image is over powered by the bloom and is just a bright washout - I have tried lowering the white values on the image but to be honest the result is not terribly good - is their something im doing wrong? Best Regards, |
Author: | kal [ 14.06.2008, 12:07 ] |
Post subject: | Re: Skybox, HDR Bloom |
screenshots, or it didn't happen ![]() are you using a custom shader? ![]() |
Author: | PuG [ 14.06.2008, 12:18 ] | ||
Post subject: | Re: Skybox, HDR Bloom | ||
Sorry ![]() You can see in the picture the wash out, if I increase the brightpass threshold it does improve but then looses some of the bloom on the other content. I would have thought that really the skybox should be just ignore on the bloom? Regards!
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Author: | kal [ 14.06.2008, 12:29 ] |
Post subject: | Re: Skybox, HDR Bloom |
it looks like a regular bloom; shiny it is not a real solution but you can darken the sky texture |
Author: | PuG [ 14.06.2008, 12:41 ] |
Post subject: | Re: Skybox, HDR Bloom |
Yes, not really ideal as it doesn't look terribly good - is spec maps supports as stock? |
Author: | marciano [ 14.06.2008, 13:23 ] |
Post subject: | Re: Skybox, HDR Bloom |
You can tweak the params in the postHDR material. Taken from the postHDR shader: Code: Description for uniform 'hdrParams' values: a - Exposure (higher values make scene brighter) b - Brightpass threshold (intensity where blooming begins) c - BrightPass offset (smaller values produce stronger blooming) The default tone mapper from the samples is relatively primitive. You can use nicer ones but this requires some serious shader programming skills. Another general note, no offense at all: ![]() Please keep the size of such "debugging" images as small as possible (shiny screenshots in the showcase can be larger of course). We only have limited disk space on the server. |
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