Well, it wouldn't be harder than the shading stuff I currently do. Actually, it'd be a very similar preprocessing step. The problem is that I'm running out of colour channels to pass preprocessed data in. Right now I have:
1) texture index
2) normal (X component)
3) normal (Y component)
For shadows, I'd need another component. And glowing would obviously require another one - or two, if we want to support multiple materials with glow effect.
So I fear by that point, I'd have to have two landscape textures. I guess that's not the end of the world, but I don't want to go overboard here too quickly.
Plus: Would you want that glow effect over objects? From a technical point of view, that would obviously be a very different issue.
1) texture index
2) normal (X component)
3) normal (Y component)
For shadows, I'd need another component. And glowing would obviously require another one - or two, if we want to support multiple materials with glow effect.
So I fear by that point, I'd have to have two landscape textures. I guess that's not the end of the world, but I don't want to go overboard here too quickly.
Plus: Would you want that glow effect over objects? From a technical point of view, that would obviously be a very different issue.
well, in that photomanipulation, it the glov goes over objects (as you can see on the moving bricks). i think it would be nice if the glow goes over objects. i guess it would better, but i see that that could cause a lot of more work. maybe it would be enough if the glow is over objects, but not stopped by them, as in the picture.
wow.
easy implementation but cool effect.
A simple light bleeding would do this for us.
We only need a second offscreen map "glow factor"
Edit: would be easy for deferred shading
easy implementation but cool effect.
A simple light bleeding would do this for us.
We only need a second offscreen map "glow factor"
Edit: would be easy for deferred shading
I googled it, but I don't think that the results are actually adequate to what Carli was talking about...
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