Jump to content
Posted 01 September 2012 - 01:28 AM
Posted 01 September 2012 - 03:46 AM
How does your bloom effect work?
Posted 01 September 2012 - 05:08 AM
Also, the auto-exposure adjustment seems to be too good. If your in a dark setting, it adjusts the lighting all the way up until it looks like daylight again. How can we control it so we can still have dark scenes...?
Posted 03 September 2012 - 03:29 AM
Posted 03 September 2012 - 11:02 AM
Posted 03 September 2012 - 02:50 PM
What kind of values are you using for your sun light and sky? I've implemented the new tonemapping (using the filmic ALU one) and now everything is pretty dark.
I personally like the look, we just need to find a way to fix the highlights of brighter colors. When we place sand it shoudl be brighter. Would luminance do that? again i like this new color and tone as it is very rich in color! We just need to figure out how to get sand and such to highlight now. Thank you guys for your continued help. I am seriousl going to put an advert for gamedev.net when we make the game playable.
Edited by quiSHADgho, 03 September 2012 - 02:51 PM.
Posted 04 September 2012 - 04:04 AM
Do you use some sort of material shader? Different light values like diffuse color or a multiplier could do the job to boost the values of some blocks while leaving the rest untouched. You could also experiment with specular exponents but in my opinion it makes it look unnatural when the exponent gets to small. Tweaking your textures may help too. Sometimes good looking textures with LDR look bad with HDR.
Edited by riuthamus, 04 September 2012 - 04:38 AM.
Posted 04 September 2012 - 04:46 AM
Posted 04 September 2012 - 05:10 AM
Posted 04 September 2012 - 05:21 AM
In my last game, we simply gave the artists a minimum and maximum value that would be applied to the "average scene luminance" step.
e.g. the artists might say min=0.5, max=10, and then if the average is calculated to be 0.1, it will be increased to 0.5.
We found this to be a simple way to stop the auto-exposure making every different scene look the same.
Posted 04 September 2012 - 05:24 AM
float avgLum = tex2D( ... );You can put limits on it by adding something like:
avgLum = min( 10.0, max( 0.5, avgLum ) );This will constraint how much the tone-mapper can adjust for very bright or very dark scenes.
Edited by Hodgman, 04 September 2012 - 05:48 AM.
Posted 04 September 2012 - 05:36 AM
In your tonemapping shader, you've got something like:float avgLum = tex2D( ... );You can put limits on it by adding something like:avgLum = min( 10.0, max( 0.5, avgLum ) );This will constraint how much the tone-mapper can adjust for very bright or very dark scenes.
Posted 06 September 2012 - 11:39 AM