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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 :P

are you using a custom shader? :?:

Author:  PuG [ 14.06.2008, 12:18 ]
Post subject:  Re: Skybox, HDR Bloom

Sorry :) No, all ive done is taken the skybox and swapped the texture. Based on the Knight Sample data scene, all ive done is commented out a load of bits and told it to load a HordeEditor based scene (I have another non-related question todo with the Camera but not critical at this time).

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!

Attachments:
wash.jpg
wash.jpg [ 74.19 KiB | Viewed 9585 times ]

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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