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#ActualKryzon

Posted 04 May 2013 - 09:37 PM

Hi. HLSL and cgFX are fully capable of producing a bloom post-processing effect; You only have to check if the hardware you're using is fast enough for this, and if it supports framebuffers.

 

There's an old fixed function trick you can use to improve the detail on the ground (to alleviate that texture stretching visual): using a "detail texture".

 

It's simply a seamless "noise" texture that you apply to the entire terrain with an index above that lunar surface texture you have there now.

This detail texture needs to wrap so it can tile across the entire terrain and not be stretched. It also needs to have a multiply blend mode so it multiplies that lunar surface texture you have right now. Give it a test, you'll see it looks more convincing.


#2Kryzon

Posted 04 May 2013 - 09:37 PM

Hi. HLSL and cgFX are fully capable of producing a bloom post-processing effect; You only have to check if the hardware you're using is fast enough for this, and if it supports framebuffers.

 

There's an old fixed function trick you can use to improve the detail on the ground (to alleviate that texture stretching): using a "detail texture".

 

It's simply a seamless "noise" texture that you apply to the entire terrain with an index above that lunar surface texture you have there now.

This detail texture needs to wrap so it can tile across the entire terrain and not be stretched. It also needs to have a multiply blend mode so it multiplies that lunar surface texture you have right now. Give it a test, you'll see it looks more convincing.


#1Kryzon

Posted 04 May 2013 - 09:36 PM

Hi. HLSL and cgFX are fully capable of producing a bloom post-processing effect; You only have to check if the hardware you're using is fast enough for this, and if it supports framebuffers.

 

There's an old fixed function trick you can use to improve the detail on the ground (to help alleviate that texture stretching): using a "detail texture".

 

It's simply a seamless "noise" texture that you apply to the entire terrain with an index above that lunar surface texture you have there now.

This detail texture needs to wrap so it can tile across the entire terrain and not be stretched. It also needs to have a multiply blend mode so it multiplies that lunar surface texture you have right now. Give it a test, you'll see it looks more convincing.


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