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Independentsoul
08-30-2010, 03:41 AM
After a long progress I finaly have come to an acceptable end.
I made a Realtime Bokeh Depth of Field Auto Focus Post process wich is based on the iris of ur eye .Pretty straightforward calculations wich came together from various papers. I hope u like it .


newest shot





http://img197.imageshack.us/img197/7027/image653.jpg




newest Video http://www.youtube.com/watch?v=U5V3BYDaeYI
http://www.youtube.com/watch?v=pyWmDIU4Q38

My Progress:


Post Processes:

Screen Space Anti Aliasing (2008)
Batman Arkaham Asylumīs Advanced 3D Stereo Triovizīs (2010)
Bleach bypass (2010)
Edge detection (2010)
Auto Focus Gausian Depth of Field (2010)
Auto Focus Bokeh Depth of Field (2010)
Screen Space Tangent Normals (2010)
Screen Space Color Bleeding (2010)
Cheap SSAO (2009)
LensFlare (2010)
HQ Spherical Chromatic Aberation w/ Hue (2010)
HQ Cubique Chromatic Aberation w/Hue (2010)
Film Grain (2009 before udk release)
Vignetting (2009 before udk release)
Hue Saturation (2009)
Screen Space Fog based on Depth (2010)
Poison Disc Sampling (2010)
Posion Disc Blur (2010)
Custom Shape Bokeh-Blur (2010)
Anamorphic Lens Flare (2010)
RGB/Image Noise (2010)
Dynamic Tonemaping with Reinhards Tonemap operator (2010)


//2011

Crytek SSAO
HDR Exponential Tonemaper (implemented into the Engine )
HDR Exponentialē Tonemaper (implemented into the Engine )
Blue Shift (implemented into the Engine )
Hexagonal ,Pentagonal and Circular Bokeh
RGB noise for Blueshift (implemented into the Engine )
HQ Chromatic Aberation (Cubic Lens distorted )
Unsharp Mask
Colour Grading (1D)
fast auto focused 2Pass Depth of Field ( rotated Quad)
auto focused 3Pass Depth of Field ( Hexagon)
Colour shift
FXAA
3pass FXAA
Bokeh with jittering
Fast Chromatic Aberation


... alot more I dont remember ^^

Shaders:

Paralax Occlusion Mapping with offset limiting (2010)
Paralax Mapping (2010)
Steep Paralax Mapping (2010)
Cubique Texture coordinates (2010)
Cheap Sub Surface Scattering (2010)
warped Diffuse Shading (2010)
Fur Shading (2010)
Procedural Sky Shading with renormalization (2010)
Rim lighting (2009)
angle based Reflection (2010)
Phong and Blinn-Phong(2010)
Cook-Torrance(2010)
Strauss(2010)
Ward Aniso and Isotropic (2010)
Ashikhmin-Shirley (2010)
Oren-Nayar (2010)
]


If there are Questions and Intressts let me know.I can make Screenshots of ur levels with those shaders if u want to.

Contact me on Yahoo experience_Indee@yahoo.com
or with my Email Provider mgs-Schiefer@web.de


Media:

Video Auto Focus Bokeh DoF http://www.youtube.com/watch?v=eR2-8xmf09I

Video Procedural Sky http://www.youtube.com/watch?v=3fq_dOUQbqk

Dr Bearhands
08-30-2010, 05:15 AM
This looks realy cool!
How is the focus depth/distance being set btw? A trace from the centre of the screen?
It looks a little bit overdone btw, is the defocus ammount easilly changed?

Drevlin
08-30-2010, 07:53 AM
It does look really cool, but just looking at those shots makes me really dizzy. :)
I understand you have exadurated the effect but it would be cool to see it applied in a simillar fashion to how it would actually be used in games.

CoffeeGrunt
08-30-2010, 08:38 AM
I think it adds a touch of realism, although if used more sparingly...

Are you selling this shader?

shahafyz57
08-30-2010, 08:54 AM
this is really cool does it have a minimum distance in order to be focused on something or any distance?
and is there a limit to object size in order for the focus to work?

unreal_polyneutron
08-30-2010, 09:15 AM
It's a new step to photorealism! As for me, I found these pics with so good DOF effect just like I see everyday from my eyes. Awesome work!

CoffeeBob
08-30-2010, 12:36 PM
Very nice shader! The effect is awesome, looks very realistic. It looks like it's quite heavy on the hardware though. How's the impact on the framerate while using it?

Independentsoul
08-30-2010, 01:05 PM
thnx guys
Dr. Bearhands : its focus was calcualted by an average pixel calculation
shahafyz57: its based on zdepth . the good thing is that udk supports alpha/translucent Zdepth so Its focus isnt dependent to the size just the distance its very acurate

those shaders arent heavy.. I just have an fps hit from 15 fps quite a low cost for such a "realistic look"

I think about Selling . but they are still wip

there is a question How can I acces the rtt function in shaders means rendering the shader to a texture and then downsize/downsample it for a Heavy Blur.

Dr Bearhands
08-30-2010, 01:43 PM
those shaders arent heavy.. I just have an fps hit from 15 fps quite a low cost for such a "realistic look"

So what is the percentual hit exactly?
Btw if you want to improve it you may want to set the depth depending on a variable settable through script, that way you can do the trace thingy (focus in centre is slightly more realistic) and other things like smooth transition (or dare I say eye tracking).

Independentsoul
08-30-2010, 02:34 PM
I didnt made this shader for such stuff its a standard focus (next step is slow adaption)

"I optimized the shader today"

"there is a question How can I acces the rtt function in shaders means rendering the shader to a texture and then downsize/downsample it for a Heavy Blur. "

here two screenshots u can see the fps on the right top side

http://up.iranblog.com/Files3/08366f157216407ea59a.jpg
http://up.iranblog.com/Files3/24e2984649a64a058ac5.jpg

Independentsoul
08-30-2010, 02:36 PM
This looks realy cool!
How is the focus depth/distance being set btw? A trace from the centre of the screen?
It looks a little bit overdone btw, is the defocus ammount easilly changed?


It looks overdone because I wanted to show the effect..
Its fully controlable

Dr Bearhands
08-30-2010, 03:27 PM
great! Also the drop in fps seems very reasonable

Independentsoul
08-30-2010, 04:03 PM
ya :) does anyone know where I can get the sponza atrium from the lightmass demo ?

Independentsoul
08-30-2010, 04:07 PM
here some new pics

1920x1080

http://up.iranblog.com/Files3/6697529a7d1840488ba2.jpg
http://up.iranblog.com/Files3/c718402b3fa941c18fb0.jpg

JamieG
08-30-2010, 04:36 PM
Looks amazing, but please use the [screenshot] tags?

Independentsoul
08-30-2010, 05:57 PM
JamieG I'll do it from now on

danimal'
08-30-2010, 05:57 PM
Great work! As suggested, I'd really like to see it used very, very lightly in a video, more appropriate for a game. Keep the overdone ones to show off the effect, but make a video with a more realistic amount of DoF? Regardless, very, very cool!

Independentsoul
08-30-2010, 05:57 PM
Im working now on a an advanced Screen Space Color Bleeding Post process

Does anyone know where I can get the Luminance texture from the udk source? because tex2D(LightAttenuationTexture,ScreenUV) outputs a float3 (0,0,0);

Independentsoul
08-30-2010, 06:00 PM
Danimal:

I just have those levels wich were made by the UDK devs maybe u have some nice looking levels where I could show my Post Processing .. thnx

what do u mean by "more realistic amount of DoF"? It is based on physical calculated numbers/floats. I guess u mean slightly ... instead of lightly

Dr Bearhands
08-30-2010, 06:30 PM
Actually I kind of like the ammount in the last screenshot (in conjunction with the scene), but I agree it would be cool to see it in a vid.

Independentsoul
08-30-2010, 08:57 PM
acutally I made a vid.. look at the first post .. http://www.youtube.com/watch?v=eR2-8xmf09I

Independentsoul
08-30-2010, 09:00 PM
Sometimes I have the feeling at 1920x1080 that it is real here some pics with "slightly visible Bokeh"

fast scene made in 30 minutes "looks breathtaking and Cinematic" Eric Amster

http://up.iranblog.com/Files4/725c6396373d4032bfca.jpg
http://up.iranblog.com/Files4/402972845d5d44e2881a.jpg
http://up.iranblog.com/Files4/840946fc15534646bf28.jpg

Hboybowen
08-30-2010, 09:13 PM
dude this is sick I would defiantly buy this or whatever. Cant wait for release

JamieG
08-30-2010, 09:28 PM
JamieG I'll do it from now on

I appreciate it, thanks!

Independentsoul
08-31-2010, 06:24 AM
Hey thanks Do u have any Scenes with non natural (Landscape) places? I would use this with my Post Processing . Just for Showing

Dr Bearhands
08-31-2010, 08:41 AM
acutally I made a vid.. look at the first post .. http://www.youtube.com/watch?v=eR2-8xmf09I

my bad then. Looks good! It could use a little interpolation I think though. It seems sometimes it's bit too sudden and the effect is a bit annoying.

Independentsoul
08-31-2010, 11:09 AM
interpolating causes higher instructions and a bloom kind of effect.. and its not physical based

WolverineFRS
08-31-2010, 11:26 AM
Hey thanks Do u have any Scenes with non natural (Landscape) places? I would use this with my Post Processing . Just for Showing

Have a look at my WIP scene -> http://www.youtube.com/watch?v=ipzP4tcIhf0
Just let me know if you want to use it.

Independentsoul
08-31-2010, 01:09 PM
Have a look at my WIP scene -> http://www.youtube.com/watch?v=ipzP4tcIhf0
Just let me know if you want to use it.


Very stunning I would be thankfull.
Yes I want to use this scene.
What are ur references to this Scene? (metro 2033)

WolverineFRS
08-31-2010, 01:42 PM
That game has inspired me a lot but I used real world references with my own style. I have to do a little optimisation before I'd give you this stuff. I know nothing about content cooking and that kind of things, so I'll give you the raw package and map file.
I'll send you the download link in pm before the weekend. Till then check out this thread about my progress -> http://forums.epicgames.com/showthread.php?t=726872

Independentsoul
08-31-2010, 01:45 PM
Thanks I will check ur thread out. add me on yahoo for better contacting :)

Xendance
08-31-2010, 02:12 PM
What about the procedural sky? It looked awesome, would like to play with it.

Independentsoul
08-31-2010, 02:37 PM
lets see, Bokeh is more usefull for me to work on now.I will start making a tut or a screenshot(procedural Sky) if Im done with it

Havoc89
09-01-2010, 01:22 AM
Amazing stuff you got here. Great work!

Independentsoul
09-01-2010, 04:48 AM
I do my best :)

http://forums.epicgames.com/showthread.php?t=743189

If U help me then it is possbile to make Tonemapping with Eye Adaption like shown in metro 2033

CoffeeGrunt
09-01-2010, 06:23 AM
Combine that with this thread, and we will have Metro 2033 - kinda:

http://forums.epicgames.com/showthread.php?t=726872

Independentsoul
09-01-2010, 07:48 AM
hehe still tonemaping with eye adaption and Aproximated realtime global illumination left.

WolverineFRS
09-01-2010, 11:51 AM
@Independentsoul

pm sent

Independentsoul
09-01-2010, 01:31 PM
Iīll post those Screenshots as fast as possible

Independentsoul
09-01-2010, 03:21 PM
Thnx in advance to WolverineFRS for his realy atmospheric Scene. His wip Thread http://forums.epicgames.com/showthread.php?t=726872

You can see in those Screenshots how it acts in Scenes where Dof is probably most important.

http://img29.imageshack.us/img29/7049/image32x.jpg
http://img829.imageshack.us/img829/1600/image33n.jpg
http://img337.imageshack.us/img337/1453/image44c.jpg
http://img816.imageshack.us/img816/4651/image52.jpg
http://img138.imageshack.us/img138/1774/image53w.jpg
http://img227.imageshack.us/img227/5171/image36k.jpg

DJorKID
09-01-2010, 03:32 PM
looks stunning :P

JamieG
09-01-2010, 06:23 PM
simply gorgeous!

Froyok
09-01-2010, 06:28 PM
Gaaa !
Awesome !

WolverineFRS
09-02-2010, 03:12 AM
This would be the perfect mood in a cut-scene. Nice one!

Independentsoul
09-02-2010, 09:34 AM
it is indeed usefull for cutsScenes.

I keep u ubdate for my next realeases

Independentsoul
09-02-2010, 08:42 PM
Lens flare without occlusion querys, completly based on the Rendered Scene (post process). hope u like it:).

http://img718.imageshack.us/img718/959/image57w.jpg

http://img339.imageshack.us/img339/7518/image62e.jpg

http://img641.imageshack.us/img641/1249/image66m.jpg

http://img823.imageshack.us/img823/9513/image63s.jpg

Roy2059
09-03-2010, 05:02 AM
Im just amazed! Oo Great Job guys,

Independentsoul
09-03-2010, 09:56 AM
What do u think about the Lens flare .. Is it correct to you?

Independentsoul
09-03-2010, 11:12 AM
here a Slide show http://img9.imageshack.us/slideshow/webplayer.php?id=image69j.jpg

Froyok
09-03-2010, 11:55 AM
Can you make a video of the lens-flar effect ?
For the moment I'm not very convinced by the screens... that's look strange...

Independentsoul
09-03-2010, 01:21 PM
its the same method wich killzone2+3 used.. with less bluryness

Independentsoul
09-05-2010, 10:24 AM
I made a new CubiC Lens Distortion with Advanced cubic Lens Chromatic Aberation based on physical numbers .This post process is used in Metal gear Solid rising.here actually what it is

http://aescripts.com/images/script_thumbs/ft/ft-CubicLensDistortion_lg.jpg


And here ingame http://up.iranblog.com/Files7/be07c8fac11e4a83810a.jpg

Independentsoul
09-05-2010, 10:39 AM
here some shots in Necropolis http://up.iranblog.com/Files7/efdff55ca21749619097.jpg

Wagman
09-05-2010, 11:45 AM
some really beautiful stuff man :D
ive not really had much time to look into the UDK yet since im finishing of a XNA project, but any tips on where/how to get started with writing shaders for the UDK?

ive done a few things with HLSL & XNA, if that helps :p

Roy2059
09-05-2010, 02:04 PM
OMFG! Now UDK is almost like Vray! LOL

Roy2059
09-05-2010, 02:09 PM
What do u think about the Lens flare .. Is it correct to you?

I dont like THIS ONE (http://img828.imageshack.us/img828/1936/image61z.jpg)
It looks too forced, Maybe if you can find a way to not aply the effect on flares it will rock. But is just my noob opinion, ;)

Independentsoul
09-06-2010, 12:37 PM
some really beautiful stuff man :D
ive not really had much time to look into the UDK yet since im finishing of a XNA project, but any tips on where/how to get started with writing shaders for the UDK?

ive done a few things with HLSL & XNA, if that helps :p

You can add me on yahoo so I could show u some simple shaders with hlsl. because I hate the node system,pretty useless if u want to make a loop in a shader

Independentsoul
09-06-2010, 12:39 PM
I dont like THIS ONE (http://img828.imageshack.us/img828/1936/image61z.jpg)
It looks too forced, Maybe if you can find a way to not aply the effect on flares it will rock. But is just my noob opinion, ;)

I just over exposed it because I sent the screenshots to some of my beta people to take a look at it, they said they donīt see the effect actually .So I decided to show it overexposed. its pretty settle ingame.thnx it looks like vray :p. I imroved my bokeh. I found out how to downsample and do a bilinear interpolation within a pixelshader.. Iīll post some screenshots soon.

Roy2059
09-06-2010, 05:31 PM
I found out how to downsample and do a bilinear interpolation within a pixelshader.. Iīll post some screenshots soon.

I cant wait for them! ^^

Independentsoul
09-07-2010, 09:41 AM
now I finally found a way making a filled bokeh like sawn in many movies/series e.g Lost . now its just a matter of samples to get wide range bokeh.

Before new technique:
http://up.iranblog.com/Files7/92dcf3e347574fc5ac85.jpg

new technique:
http://up.iranblog.com/Files7/58bb5a4c27cf4f01924c.jpg

:cool:

Independentsoul
09-07-2010, 10:47 AM
Did a little filmic stripes pp. Everything realtime

http://up.iranblog.com/Files7/9f6263340a694e3d981d.jpg

http://up.iranblog.com/Files7/509cffd67f5f40c9810e.jpg

http://up.iranblog.com/Files7/b29f5988a93946548a6f.jpg

http://up.iranblog.com/Files7/dbc34758ff974b8cb42d.jpg

Roy2059
09-07-2010, 01:40 PM
Good Progress on that! :O oO

Independentsoul
09-08-2010, 11:02 AM
Hi,
I made a NFAA (Normal Filter Anti Aliasing) Post process today.
its based on color differences and the quincux pattern as offsets (normal pass) to blur the Scene

I used 10 samples to blur the Backbuffer and 8 Samples for The Nor.

credits to the developer http://www.gamedev.net/community/forums/topic.asp?topic_id=580517

Performance <1.5ms @ 9600gt amd athlonII 4200+ Windows xp home

here the Screenshots:

without NFAA
http://up.iranblog.com/Files7/eb9642b6165a4c96857e.jpg

With NFAA
http://up.iranblog.com/Files7/5d3a2e98eaa64470947e.jpg


The Difference between NFAA and the backbuffer (Aliasing)
http://up.iranblog.com/Files7/d0cdef4b76b04268bf17.jpg


The Normal pass (like Photoshop Normal Filter)
http://up.iranblog.com/Files7/ba741bd9183e44448e4a.jpg

Independentsoul
09-08-2010, 11:25 AM
kinda strange 3,432 views but only 61 Posts.. ^^ would be happy if more members would comment my work !

Phylik
09-08-2010, 12:22 PM
kinda strange 3,432 views but only 61 Posts.. ^^ would be happy if more members would comment my work !

The reason is: i donīt know the right words to describe this awesomeness...:P:D

Roy2059
09-08-2010, 12:36 PM
I want this in next udk release!! >< i want it!!! >< please epic buy that!!!

Independentsoul
09-08-2010, 12:59 PM
If U know wich Post process I left out then telll it to me...

dynamic tonemaping is my next target

hehe :) what do u think about the NFAA guys? I think its reasonable.. its not real AA but there is just a 1.5 ms difference

BenNadler
09-08-2010, 08:09 PM
Any info on a release for this? You've done an exceptional job, and I think a lot of people would find value in this. You could even charge a reasonable amount for it, I'm sure.

A lot of us are simply artists and not real programmers, and use the UDK to show off our modeling and texturing skills. Something like this would really be an asset for those who are like me and could use that extra graphical "bump."

Independentsoul
09-08-2010, 08:39 PM
Any info on a release for this? You've done an exceptional job, and I think a lot of people would find value in this. You could even charge a reasonable amount for it, I'm sure.

A lot of us are simply artists and not real programmers, and use the UDK to show off our modeling and texturing skills. Something like this would really be an asset for those who are like me and could use that extra graphical "bump."

The realease is still in heaven... but I made some business today..but I think I can find a resonable solution for everyone :)

email me or add me on yahoo.. (1st post )

Independentsoul
09-08-2010, 09:37 PM
DopeFish asked me about Bleach Bypass I actually had it before.. but no one mentioned in the screenshots ^^


Guys ask me if u want something ^^

Here the screenshots
without
http://up.iranblog.com/Files7/ab85dbd2a7434b5bb467.jpg

with

http://up.iranblog.com/Files7/ee651987207243c2b9ad.jpg

Independentsoul
09-08-2010, 10:05 PM
here progress of my dynamic tonemapping..

I call it "RGBDetection"

here u can see that it looks for the color in the middle of the viewport/Screen

without "RGBDetection"
http://up.iranblog.com/Files7/2077996ed3d2469b8099.jpg

with "RGBDetection"
http://up.iranblog.com/Files7/e61a7c53458c4a2ba4cc.jpg

Independentsoul
09-09-2010, 12:02 PM
Hi,
Letīs go further now.
I have implented "Reinhardīs Tonemapper" correctly.

I still have to make a slow adatption between averagepixels... help wanted.


http://up.iranblog.com/Files7/7f83fa7d05ad42209232.jpg


For the guys who don't know what tonemaping is

http://upload.wikimedia.org/wikipedia/commons/thumb/2/25/Tone_Mapping_Methods.jpg/400px-Tone_Mapping_Methods.jpg

http://de.wikipedia.org/wiki/Tone_Mapping / some infos


First some Informations about what you see in those screenshots.
I made some Comparisons between standard post processing(UDKīs Effects(PPs)) and my Post Processing. I attached my NFAA on the standard Post processes(actually hate Aliasing).



Now to the more intresting part,the comparisons

Legend:
X= Standard+NFAA+ColorCharts (aka LUT)
Y = with my Post Processing


Here some shots of the GDC Features Demo //Urban rail way shots coming soon:



X

http://img9.imageshack.us/img9/5512/image80b.jpg

Y


http://up.iranblog.com/Files7/5bbd45f17b7e43a7853c.jpg

X

http://up.iranblog.com/Files7/4573d6d969574fa9a7d0.jpg



Y


http://up.iranblog.com/Files7/29d8554fba834e95a4da.jpg


X


http://up.iranblog.com/Files7/4d53c976e8d64b228b06.jpg


Y


http://up.iranblog.com/Files7/99f3de606f30413d8694.jpg




Here my favorite of those Shots:


X


http://up.iranblog.com/Files7/f75795c8184b46529bf7.jpg



Y

http://up.iranblog.com/Files7/f92f8164ab4b488bb291.jpg


Comments are appreciated

Roy2059
09-09-2010, 04:33 PM
Comments are appreciated

Just Fuucking awsome! 2 u I cant write f**k

Xendance
09-09-2010, 05:38 PM
Does your tonemapping post process interpolate between low and high exposure?

Independentsoul
09-10-2010, 05:13 AM
due the Slow adaption average luminance calculation problem,wich I canīt solve , not yet .But Iīm on the way

TheDopefish
09-10-2010, 02:00 PM
Thanks for the screenshots of your bleach bypass effect, looks lovely!
I really like your work on the tonemapping aswell, but it seems like some areas becomes overly bright, and you loose alot of details from the scene because of it. Wouldn't it be possible to have some kind of clamp or max threshold to avoid the luminance levels going too far?

Independentsoul
09-10-2010, 04:46 PM
Hi Dopefish nice to meet you here.
thnx,I already did it but I wanted to show the effect on high exposure.. cause it adds a blue tint on it kinda like it .. I have aswell settle settings. Itīs just a matter of how you set up Reinhards Tonemapper :)

CoffeeGrunt
09-10-2010, 09:07 PM
Ouch, this looks beautiful, but my system can't even run the stock maps as is - nevermind with this love dripping off the screen...

Need a new GFX card. :/

Independentsoul
09-10-2010, 10:00 PM
hi,

thnx.. buy a cheap 9600gt.. got one aswell :) gainward 9600gt has hdmi , directx 10.1 , and is overclocked by default. should be enough.. same gpu settings then :) 70 bucks and you have it +30 if u dont know how to inplement it into your PC :p

juanitudev1
09-11-2010, 12:00 AM
Independentsoul: Great stuff, man! you make the Unreal engine rival the look of most of Sony's propitiatory engines. Proof that what matters is the artist, not the tools =p

I noticed on your first post, you stated that you replicated a 3D effect, right? Can you share any documentation on that? Perhaps point me in the right way? Thanks!

Independentsoul
09-11-2010, 09:35 AM
Independentsoul: Great stuff, man! you make the Unreal engine rival the look of most of Sony's propitiatory engines. Proof that what matters is the artist, not the tools =p

I noticed on your first post, you stated that you replicated a 3D effect, right? Can you share any documentation on that? Perhaps point me in the right way? Thanks!


I implented the newest 3d glasses technique wich was used by batman arkaham asyulm (game of the year)... the company who made is called Trioviz..

3 level 3d technique based on depth http://www.trioviz.com/

* FORCE 1: provide the best color perception with subtile and pleasant 3-D experience.

* FORCE 2: provide a perfect compromise between colors and 3-D experience.

* FORCE 3: provide the best 3-D experience with soft satured and natural colors.



you need (L: Red, R: Green) glasses

I make some screenshots maybe... but aware.. this company has rights.

Independentsoul
09-11-2010, 12:39 PM
HI,
itīs me again.I finnaly got dynamic tonemapping working (Video)

http://www.youtube.com/watch?v=U5V3BYDaeYI


.I present here alot of post processes. 9 in total. The Scene wich I present in this video was made by
WolverineFRS here his WIP thread

http://forums.epicgames.com/showthread.php?t=726872.

Commments are appreciated.

Hboybowen
09-11-2010, 07:14 PM
so I don't understand a few things about this thread are you purely just showing this off.Are try sell this to ppl or Epic Games. I'm kinda lost as to why you are showing this off. I mean it doesn't seem like this is for your portfolio so what is your motive/objective for all of this in 85 post. cuz it just seems like your hyping up ppl for something.

Are you charging ppl to use these shaders and post processes or something?(is what I'm getting at)


they are pretty good and there are tutorials out there which show you how to create a post process(for those other ppl like me who wanted to see a tutorial as to how he achieved certain things here).But yours are pretty useful is particular scenes and visual styles.If anyone wants to get into post processing go buy and check out Eat3D's UDK Lighting & Post Processing.It will get you started on this area of UDK

foad-torfi
09-12-2010, 01:34 AM
very nice :)

KingBadger
09-12-2010, 06:41 AM
Hey Independant, love the work bud. But enough of the foreplay, when are you going to release the tech or is it going to be on a basis of purchaseing. would love some of these effects for my projects.

Also any chance you can start work on a Post pro shader for vector based motion blur like was first seen on project offset years ago.

Plus i found a demo of particle based rain system that runs on GPU at the following site:
http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html

Video:

http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/rain/doc/Rain.wmv

Could you mess with the source and make HLSL version for udk.

P.s If you need someone to help testing these effects contact me by PM on here i would love to play with this mixed with my scene's.

WolverineFRS
09-12-2010, 08:53 AM
My scene looks completely different. It's absolutely stunning. Nice one!

Independentsoul
09-12-2010, 11:14 AM
so I don't understand a few things about this thread are you purely just showing this off.Are try sell this to ppl or Epic Games. I'm kinda lost as to why you are showing this off. I mean it doesn't seem like this is for your portfolio so what is your motive/objective for all of this in 85 post. cuz it just seems like your hyping up ppl for something.

Are you charging ppl to use these shaders and post processes or something?(is what I'm getting at)


they are pretty good and there are tutorials out there which show you how to create a post process(for those other ppl like me who wanted to see a tutorial as to how he achieved certain things here).But yours are pretty useful is particular scenes and visual styles.If anyone wants to get into post processing go buy and check out Eat3D's UDK Lighting & Post Processing.It will get you started on this area of UDK


first of all I want to get a feedback of my work.. so I posted my stuff in the Work in progress section (there shouldnt be a problem tough).

Eat3Dīs UDK Lighting & Post Processing (no advertising please)
doesnt lead in the direction how I do it... There are no tuts for Udk,actually no one helped me aswell.. kinda selfish that alot of guys are asking for tuts..
e.g I asked how to convert the fp16 depth to fp32... no answer at all :confused: I figured it out my self..

Just pm me and we can get into business if you are realy intrested :),but donīt forgett that this is still work in progress..


@KingBadger

I wonīt do a PP wich was made before. Udkīs Motion blur is excellent and fast.Itīs useless making kind of slowmotion within a game. Just for showing the effect.I work on a better averaging of pixels this time..


atleast you gave me a Post process. Guys if you know some Post proceses wich I didnt made before then tell it to me.

Chan
09-12-2010, 11:30 AM
I don't know how writing shaders for UDK compares to Crysis, but this guy has made tons of shaders for Crysis and he might be able to help you out.

http://www.youtube.com/watch?v=4No43o7zkDQ

Independentsoul
09-12-2010, 11:40 AM
Thnanks Chan.
I know Sebastian :) He made great work at those shaders... I will pm him.

Independentsoul
09-12-2010, 12:59 PM
Hi,
I made a Custom Bokeh shape test.. just for showing ..

http://up.iranblog.com/Files7/de0086d9974a485690d4.jpg

Hboybowen
09-12-2010, 01:55 PM
first of all I want to get a feedback of my work.. so I posted my stuff in the Work in progress section (there shouldnt be a problem tough).

Eat3Dīs UDK Lighting & Post Processing (no advertising please)
doesnt lead in the direction how I do it... There are no tuts for Udk,actually no one helped me aswell.. kinda selfish that alot of guys are asking for tuts..
e.g I asked how to convert the fp16 depth to fp32... no answer at all :confused: I figured it out my self..

Just pm me and we can get into business if you are realy intrested :),but donīt forgett that this is still work in progress..


@KingBadger

I wonīt do a PP wich was made before. Udkīs Motion blur is excellent and fast.Itīs useless making kind of slowmotion within a game. Just for showing the effect.I work on a better averaging of pixels this time..


atleast you gave me a Post process. Guys if you know some Post proceses wich I didnt made before then tell it to me.


thats all cool but no one cant be selfish for wanting to learn.I am just abit upset you wont show others how you created this or any other post process.

An would you by chance have a theory on adding Real Time Fur to UE3?

"Eat3Dīs UDK Lighting & Post Processing (no advertising please)"
an the first thing you learn about this forum(i learned the hard way) is that even though this may be your thread you cant make rules for one thread that isnt present everywhere.Point being ppl can do that as long as its UDK related

KingBadger
09-13-2010, 05:58 AM
Independant, which post process were you talkingabout?. Are you going to make a post pro GPU particle system or a new version of Vector based motion blur. By your post it sounds like your going to do your own Vector based motion blur, that would be handy even though you say the motion blur in UDK is good ( I Dissagree) even though it is being improved on in each build but vector based motion blur will always be the best and most accurate way of doing motion blur. But the particle system would be super handy as post pro if you can be tempted to create your own version. Also it would be nice if you could share some of these developments as we are supposed to be a community on here and share developments and resources. I set up a thread called Weapon MK18 model and scripts which i added to with another new test weapon so the community have a good starting point to develope for them self's. Im also working on uploading a model pack of 40 Assets that people can use for there scene's from Arch Viz testing that ive been doing, Shareing is the basis of Indie development. If you could be pursuaded to share some assets it would be great if not this thread is just kinda a sales pitch for your work (which is fair enough i guess but a bit tight). Peace!

Video of Motion Blur,and how it needs ALOT of work:

http://www.youtube.com/watch?v=hstQr7G4E_8

P.s This scene was created by Ellude who then SHARED with the community but has my own post pro setup includeing color screen mat filter,dual layer film grain, dOF hack shader(not physical).

Independentsoul
09-13-2010, 08:09 AM
I wonīt do a PP wich was made before.

means no motion blur. as you might saw I work on my bokeh and averageluminance for tonemaping

http://up.iranblog.com/Files7/de0086d9974a485690d4.jpg

TheDopefish
09-13-2010, 08:02 PM
Hi,
I made a Custom Bokeh shape test.. just for showing ..

http://up.iranblog.com/Files7/de0086d9974a485690d4.jpgIs this the same thing as this?
http://www.geekologie.com/2009/08/bokeh_filter_turns_light_blurs.php

I for one enjoy all your work and would like to see a showcase of everything you've created soo far, no matter if you plan to release it for everyone or not :)

For some post processes you could probably do some celshading, or even better, do an watercolour-esque post process with brush strokes for motion/edges ;)

I'll keep in mind you want more postfx/shaders to try your hand at.

Independentsoul
09-14-2010, 07:03 AM
ya its the same thing but I discontinue this one. doesnt work probably :(.

I will make my hands dirty later on with cel shading and such stuff.

more easy then calculating a hexagon.. ((3*sqrt(3))/2)*pow(a,2) :p

Independentsoul
09-15-2010, 10:13 AM
Hi,

Finnaly found a solution how to get Custom Shaped Bokeh Working.
After long 7 hours of developing it I have some acceptable results
I can make now every shape I want to with just some little changes to the Post process :D btw this is 4 times faster then my other bokeh

Here I made a Hexagon with an edge :

http://up.iranblog.com/Files/816ca1170fb54cac85d8.jpg


Here I made a Heart just for fun :


http://up.iranblog.com/Files/2b21f8cddb464c028f07.jpg




Here I over tuned the values so you can see the effect better (13x13 kernel = 169samples)

http://up.iranblog.com/Files/92880e9348824f8889d4.jpg

Independentsoul
09-16-2010, 11:18 AM
I decided to post my Steep paralax shader with sillouhette here just for showing off :)

http://up.iranblog.com/Files/cf8fc66595bb4d239926.jpg

TheDopefish
09-16-2010, 06:49 PM
Really nice work as always!
How is the depth for the occlusion calculated? Through an additional height map, or do you do some wizardry with the normal map?

Also, what's the performance impact of these shaders? ;)

samuraiwu
09-16-2010, 09:39 PM
It's amazing!Thanks!

Independentsoul
09-17-2010, 08:09 AM
Really nice work as always!
How is the depth for the occlusion calculated? Through an additional height map, or do you do some wizardry with the normal map?

Also, what's the performance impact of these shaders? ;)

its directional lighting no occlusion. I could make a occlusion via the normal map .I make some ubdates with little occlusion maybe later on :). thnx


the performance impact is dependent to the steps used in the steep paralax shader. quite a performance eater with 12 steps



This can be used aswell for Fur because someone asked me to do it.

TheDopefish
09-17-2010, 11:20 AM
Fur makes me think about this (Shadow of the Colossus):
http://lh4.ggpht.com/_J1Y2Gif69BA/SaHTLilEhuI/AAAAAAAAIX0/GCtGW5FqasU/s640/fur02_quadratus.jpg

Xendance
09-17-2010, 11:55 AM
Have you thought about a way to blur those steps in those really steep parts? The steps are really noticeable :\

Independentsoul
09-17-2010, 01:48 PM
@ Xendance: Yes I tryed to make smoothsteps no luck yet .. Need some papers..


If you take a look at the Gran turismo 5: X1 Prototype Trailer TGS 2010 http://www.gametrailers.com/video/tgs-10-gran-turismo/704778 then you see the same bokeh wich I have. Iīm pretty proud that they have the same as me :D

TheDopefish
09-18-2010, 04:55 PM
Interior mapping looks really neat :D

We use something similar at Starbreeze for our games, but that only simulates one parallaxed plane rather than being able to see the floor and ceiling.

http://student-kmt.hku.nl/~joost1/Oogst3D/CODING/InteriorMapping/InteriorMappingComparison.jpg

http://student-kmt.hku.nl/~joost1/Oogst3D/CODING/InteriorMapping/InteriorMapping.pdf

Independentsoul
09-19-2010, 09:29 AM
oh nice I saw this before but probably I forgot it ^^. thnx for reminding :)

Guys if you want to help me then find some papers to simulate camera lenses :) thnx dopefish

darthviper107
09-19-2010, 03:23 PM
Are you going to end up releasing these shaders?

desert_eagle
09-20-2010, 03:58 PM
Hi independed soul. =) your great,you said that you will help me with parallax occ right? ok anyway

heres the NFAA trying XDD :

http://img830.imageshack.us/img830/7759/nfaa.jpg (http://img830.imageshack.us/i/nfaa.jpg/)

DOes it setup good? or maybe not far from good? thats only the first part.you know. float topHeight = GetColorLuminance( tex2D( ColorTextureSampler, i_TexCoord.xy+upOffset).rgb );
and so on.so waht do you think about it? :DDDD will ibecome a good shaderist like you? xD

Independentsoul
09-20-2010, 05:34 PM
I cant see the nodes you should sort everything and then send it up again with the ["Screenshot"]["/Screenshot"] function .. Maybe you can get like me if you practise more :) I would start making hlsl shaders best way getting advanced I guess :)

Independentsoul
09-20-2010, 05:36 PM
Interior mapping looks really neat :D

We use something similar at Starbreeze for our games, but that only simulates one parallaxed plane rather than being able to see the floor and ceiling.

http://student-kmt.hku.nl/~joost1/Oogst3D/CODING/InteriorMapping/InteriorMappingComparison.jpg

http://student-kmt.hku.nl/~joost1/Oogst3D/CODING/InteriorMapping/InteriorMapping.pdf


do you mind that I can take a look at the code?

sueds
09-20-2010, 05:52 PM
do you mind that I can take a look at the code?

funny you never share anything of what you did create. Not that I'm interested. But I mean you are apparently making money with this code ( From what I did understand) so you should not ask for people code either.

desert_eagle
09-20-2010, 05:53 PM
this is built from constants multiplys ill show you tomorrow cause i turned off udk..ijust stuck icant move on without the parallax occ :D

Independentsoul
09-20-2010, 06:00 PM
funny you never share anything of what you did create. Not that I'm interested. But I mean you are apparently making money with this code ( From what I did understand) so you should not ask for people code either.

... I wouldnt sell this one I just wanted to take a look at the code .Itīs not funny in anyway!

TheDopefish
09-20-2010, 06:54 PM
do you mind that I can take a look at the code?
Think it's just a simple depth parallax as described here:
http://developer.amd.com/gpu_assets/GDC06-ATI_Session-Oat-ShaderTricks.pdf

I'm not allowded to share any actual code from the Starbeeze engine due to legal reasons, and anyhow, it should be easy for you to create such a shader.

If you're talking about the interior mapping, there's description and source code available fot it in this thread:
http://www.ogre3d.org/forums/viewtopic.php?t=30275

KazeoHin
09-20-2010, 07:22 PM
I decided to post my Steep paralax shader with sillouhette here just for showing off :)

http://up.iranblog.com/Files/cf8fc66595bb4d239926.jpg

Is that a dynamic, procedural silhouette that works on any surface? because I was able to get a silhouette working JUST on square planes, and I would be willing to share some code to find out how to get a dynamic silhouette working on 3D convex/concave surfaces.

Hboybowen
09-20-2010, 11:47 PM
funny you never share anything of what you did create. Not that I'm interested. But I mean you are apparently making money with this code ( From what I did understand) so you should not ask for people code either.

:D I know right thats somewhat of what I been saying. You cant do that without a license. Its illegeal to make money off any form of UDK without a license.correct?

desert_eagle
09-21-2010, 04:22 AM
["Screenshot"]http://img237.imageshack.us/img237/7759/nfaa.jpg (http://img237.imageshack.us/i/nfaa.jpg/)
["/Screenshot"]

TheDopefish
09-21-2010, 07:47 AM
desert eagle, I think you need to move around your nodes a small amount to clean up, making it easier to see how they connect. Like the "Minus" you have in the middle, move it much further to the right, to avoid soo many lines crisscrossing all over the place :)

And now when I look closer... wow, that's alot of multiply's and adds ^^


:D I know right thats somewhat of what I been saying. You cant do that without a license. Its illegeal to make money off any form of UDK without a license.correct?
Good point. Think you may earn up to $5000 before you have to license? *looks up*


If you are creating a game or commercial application using UDK for sale or distribution to an end-user or client, or if you are providing services in connection with a game or application, the per-seat option does not apply. Instead the license terms for this arrangement are US $99 (Ninety Nine US Dollars) up-front, and a 0% royalty on you or your company's first $5,000 (US) in UDK related revenue, and a 25% royalty on UDK related revenue above $5,000 (US).
http://udk.com/licensing

I wonder how fine line they draw about this, since people can take fee's for providing other content for UDK, but then they are mostly created in external programs. Hmm...

Independentsoul
09-21-2010, 02:10 PM
Is that a dynamic, procedural silhouette that works on any surface? because I was able to get a silhouette working JUST on square planes, and I would be willing to share some code to find out how to get a dynamic silhouette working on 3D convex/concave surfaces.

my shader is just working on the "UV edges" where the UV is getting bigger then the original
if(coord.x> (fUVtile)){ return xxx;}

Some questions did you find a way to make rttīs in a shader and using gradients in a loop? for improving the performance on low steeper angles for examble.

Independentsoul
09-21-2010, 02:17 PM
Think it's just a simple depth parallax as described here:
http://developer.amd.com/gpu_assets/GDC06-ATI_Session-Oat-ShaderTricks.pdf

I'm not allowded to share any actual code from the Starbeeze engine due to legal reasons, and anyhow, it should be easy for you to create such a shader.

If you're talking about the interior mapping, there's description and source code available fot it in this thread:
http://www.ogre3d.org/forums/viewtopic.php?t=30275

ok, no problem I will try to take a look at the shader as soon as Iīm able to use udk again because my Desktop PC is totaly broken .. No safe mode and no normal boot possible . ( writing with my notebook) pretty scared that my datas are unsafe

Independentsoul
09-21-2010, 02:21 PM
@Deagle Iīm sorry but I cant see any usag of those vector calculation do something like a pseudo code e.g
real code =
(tex2D(SceneColorTexture,ScreenUV)+tex2D(SceneColo rTexture,ScreenUV+half2(1/height,1/width))) /2

pseudo code =


SceneColorTexture with Screen coordinations + Scene ColorTexture with Screen coordinates wich are added with 1 texel and the addition of both textures divided by the sample average = blur

Chosker
09-22-2010, 03:20 PM
very nice looking.

I'm implementing a few of these myself, and I have a few questions if you don't mind:
1. how did you get access to the luminance texture for the Dynamic Auto-Exposure Tone Mapping?
2. how are you making that auto-adjustment be over time instead of instantly?
3. can you explain a little about Screen-Space Color Bleeding? is it even visible in those screenshots you're showing?

thanks

Independentsoul
09-23-2010, 07:41 AM
very nice looking.

I'm implementing a few of these myself, and I have a few questions if you don't mind:
1. how did you get access to the luminance texture for the Dynamic Auto-Exposure Tone Mapping?
2. how are you making that auto-adjustment be over time instead of instantly?
3. can you explain a little about Screen-Space Color Bleeding? is it even visible in those screenshots you're showing?

thanks

1. http://www.gamedev.net/reference/articles/article2208.asp
2. instantly but smooth means no flickering
3. its like SSAO just colored.No

Chan
09-24-2010, 06:18 PM
Have you thought about making anamoric lens flares and lens artifacts?

http://www.deep-focus.com/dfweblog/images/480_AR_alien-lens-flare.jpg

Like Kane and Lynch 2, but not as strong.
http://www.youtube.com/watch?v=6T45UG-QhOg

I'd do it but I don't know how.

RustySpannerz
09-24-2010, 06:46 PM
Kayne and Lynch 2's post-processing is so over the top it's unreal!

Independentsoul
09-25-2010, 08:22 AM
Have you thought about making anamoric lens flares and lens artifacts?

http://www.deep-focus.com/dfweblog/images/480_AR_alien-lens-flare.jpg

Like Kane and Lynch 2, but not as strong.
http://www.youtube.com/watch?v=6T45UG-QhOg

I'd do it but I don't know how.

I saw "Anamorpic lens flares" previously on crytek mod page I maybe make it as soon as I have my working station back. I was playing the kane and lynch demo 3 weeks ago~ those effects would make it actually more realistic due its artifacts known on bad lenses or bad compression. the pixelation is quite easy did it some times ago while I stumbled over downsampling ( you might saw it when you shoot someone in the head then it gets pixelated in KaL2)

thnx Chan for the ideas :) I like the screenshot I will analyze it now.. and I make a hlsl shader for the anamorphic lens flare due its coolness :eek:

Chan
09-26-2010, 12:47 AM
Yeah.

I think a subtle combination of all these effects could make some pretty amazing visuals.

Independentsoul
09-29-2010, 03:01 PM
I finaly fixed my working station.
I made Anamorphic Lens Flare today its awesome how it enhances the feeling of watching through camera lenses ;)

it has 32 samples . its wideness is achieved via downsampling.I hope you like it :cool:

http://up.iranblog.com/Files73/9361d3723899402f9342.jpg


http://up.iranblog.com/Files73/cf355da7598947e28d08.jpg


http://up.iranblog.com/Files73/0854da2be52546a181bc.jpg


and here you can see how it acts on some hardcases.. I could make it even more wide with no changement to the samples :p

http://up.iranblog.com/Files73/baa8528f3fbf43f59616.jpg

IllpIll
09-29-2010, 09:11 PM
You crazy bastard, I love all of your shaders. Will you be releasing any of these for others to use? For sale or otherwise?

Independentsoul
09-30-2010, 08:45 AM
I will buy a license soon wich is about 99$ then I will sell those .. I will read all the epic games license documentation :) Thanks I give my best :D

Independentsoul
09-30-2010, 09:48 AM
I might release some for free

Independentsoul
09-30-2010, 10:42 AM
So here a Screenshot of the Bunker-Tunnel Scene
Anamorphic Lens Flare adds realism to it! kinda looks close to Transformers the movie

http://up.iranblog.com/Files73/61b306e1889c40269a79.jpg

ivangraphics
09-30-2010, 11:28 AM
What's great is when it appears off screen [as if object lights behind the view edge like in the last star trek movie] rather than all the way in the middle as it is now. Also it's kind of weird that things glow same color and weak light sources also cause it but i belive its just not complete so ignore me :) ... But overall the thing looks nice...

Independentsoul
09-30-2010, 02:52 PM
after looking at some vids and Metal gear solid rising I wanted to reproduce their Metal shaders.. I got some pretty neat results after getting the idea of how wardaniso and wardIso works here a shot of what I did. Maybe someone has a Metallic Object/Mesh.I want to take a look at how it looks on metalic meshes

http://up.iranblog.com/Files73/0d07f84022354c048ef2.jpg

DJorKID
09-30-2010, 02:59 PM
Wow just stunning looks very soft ! :P

Independentsoul
09-30-2010, 03:01 PM
thanks I will remake it again because my UDK crashed :(

I will use normal maps this time and not half3(0,0,1)

Independentsoul
09-30-2010, 03:03 PM
if someone want to implent it here is the formular for Wardīs Anisotropic Specular


http://wiki.gamedev.net/images/math/5/3/c/53c0446f46dabd5253461fbfda2a4ba3.png
http://wiki.gamedev.net/images/math/7/2/5/72529af91b1629ad2a6e2ee6a8d80fd4.png
http://wiki.gamedev.net/images/math/2/6/f/26f28752889f37654c59d104d4668789.png
http://wiki.gamedev.net/images/math/2/0/7/207e6509d5536df4bbee3832afb0ce20.png

desert_eagle
09-30-2010, 03:24 PM
wow looks confusing :P

desert_eagle
09-30-2010, 03:25 PM
whats the 4*Pi*ax really strange formula

Independentsoul
09-30-2010, 03:50 PM
dunno what it stands for. I used another code... I thought someone wil explain it :rolleyes:

Independentsoul
09-30-2010, 05:48 PM
Me again. I made a new bronze shader and clay shader take a look And bokeh in mat editor :p

getting closer and closer to "Realism "

http://up.iranblog.com/Files73/44eaf67bb9b34c79a461.jpg

http://up.iranblog.com/Files73/bea6f5572ba44c28bcf5.jpg

Independentsoul
09-30-2010, 06:45 PM
I made Ashikhmin-Shirley specular now
http://up.iranblog.com/Files73/ff5babf1b3a84d278933.jpg
this one is used by nvidia dx10 head demo...
I tried to make it a while ago but it wasnt working for me but now it is better then phong and ward by far.
comonly used with skinns

http://up.iranblog.com/Files73/08564ec858484d64865d.jpg

It somehow workaround the normal map compression.. it looks like a highpoly! without those lil artifacts shown in nors

Allar
09-30-2010, 07:03 PM
I see that you are just working your way through various gpu and d3d books...

Nice. xD

Independentsoul
10-01-2010, 10:45 AM
I got Oren-Nayar for me its the most Realistic Lighting model!
I damn love it. hope you like it

http://up.iranblog.com/Files73/bdd9aeebfcbf44879425.jpg

http://up.iranblog.com/Files73/e4d84c8115644f42b9f7.jpg

CoffeeGrunt
10-01-2010, 01:39 PM
That has got to be frame rate crushing. It looks better than most games I've seen lately, I wish I knew HLSL...

Independentsoul
10-01-2010, 01:44 PM
thanks its the most expensive but its resonable due its realism
I made a vid with it in combination with Bokeh and 3D Stereo



new VID: http://www.youtube.com/watch?v=pyWmDIU4Q38



(you need magenta green glasses-Trioviz)

CoffeeGrunt
10-02-2010, 02:20 PM
I wish I had a PC that could run those visuals, they're just insane...

Do you code the whole lot in HLSL, or use parts of the existing material system alongside it?

Independentsoul
10-03-2010, 01:27 PM
Iīm coding the most because I have to do alot of loops and its faster then drag and dropping every material node ;). I just can recommend it
e.g I canīt acces the Screenposition per hlsl so I have to input it manually with a material node .. Input.Screenposition.xy

Independentsoul
10-03-2010, 01:34 PM
I have made a big step forward getting better Bokeh Lens Blur.
I have killed the sharpness via a 2D Gausian Distribution
http://zaknafein.hjcrusaders.com/othermedia/gaussianDistribBW.gif
(took me 1 day understanding procedural weights ^^ ) the strange thing is the procedural weight is faster then a manual weight :confused: hope someone can explain me that

the Next thing I want to solve is no haloing or leaking around the focus.. should be easy but time wasting due its pretty scale.


BEFORE

http://up.iranblog.com/Files73/8f89c4495a1e46728da0.jpg


AFTER


http://up.iranblog.com/Files73/6ebfc1e45e1d410d8e73.jpg

*
*
Comments are apreciated
*
*

KazeoHin
10-03-2010, 04:10 PM
Fantastic work, man. That blur looks damn good.

Independentsoul
10-03-2010, 05:14 PM
Thanks KazeoHin :) Iīm doing my best
do you have an idea why weigts wich are calculated on the fly are faster then a constant weight matrix ?

Analdin
10-03-2010, 05:48 PM
Dude, this is simply awesome! You should sell licenses for that stuff!

CoffeeGrunt
10-03-2010, 07:29 PM
I like how you've given up numbering the volumes, but it's better to know this beauty's getting close to finality...

That blur shader is beautiful, maybe it having to load up the constant requires more computing power than simple creating it? It's weird, but perhaps some little, convulated way in which HLSL works means that it's faster?

Chan
10-03-2010, 10:29 PM
I have made a big step forward getting better Bokeh Lens Blur.
I have killed the sharpness via a 2D Gausian Distribution
http://zaknafein.hjcrusaders.com/othermedia/gaussianDistribBW.gif
(took me 1 day understanding procedural weights ^^ ) the strange thing is the procedural weight is faster then a manual weight :confused: hope someone can explain me that

the Next thing I want to solve is no haloing or leaking around the focus.. should be easy but time wasting due its pretty scale.


BEFORE

http://up.iranblog.com/Files73/8f89c4495a1e46728da0.jpg


AFTER


http://up.iranblog.com/Files73/6ebfc1e45e1d410d8e73.jpg

*
*
Comments are apreciated
*
*
Looks soo much better.



The lens flare looks a bit too strong at the moment. I would only have areas that overbloom create a lens flare.

Can I see a video of it in the tunnel level?

Allar
10-03-2010, 11:45 PM
Sometimes simple math calculations are faster than a matrix lookup. Sometimes the GPU kicks ass with matrix logic but occasional theres an instance where theres a bottleneck either due to how the shader is compiled doing something weird to the performance of intrinsic functions or simply the hardware in use.

At least thats my experience <_<

Independentsoul
10-04-2010, 09:09 AM
Thanks Guys for your comments :) I will make another lens flare today starlike bloom,glare/flare.

Thanks Allar for the answer stumbled over the question why it is faster ^^
I try now to make a bokeh weight calculation.

Here the hexagon formular... I need to get it in 2D space edit :(t=x*y)

http://upload.wikimedia.org/math/5/9/b/59bcfe4ec25f420df2f61c70fef53571.png

its ~3 times faster.. because the matricies are damn slow :( ... by the way I found a bug.. when using a Kernel and subtracting the kernels by 1 and the squareroot of it then the screen is flickering I guess its due the shifting of each frame.

http://upload.wikimedia.org/math/d/d/e/dde001b3b87bbed3f6f6edf7583ed5a5.png =1 unit Circle

Here the formular wich causes flickering in HLSL... I hope some devs know the answer

Independentsoul
10-04-2010, 11:17 AM
Big Improvement! I have now 80 instructions instead of 180!! I can go now much further with more samples and I have now calculated the Bokeh/LensBlur weights on the fly and Instead of the gaussian distribution I use now the bokeh weights for even more accurate sharp edge reducing

here some pics

http://img843.imageshack.us/img843/6024/image78p.jpg

http://img547.imageshack.us/img547/9092/image74.jpg

http://img338.imageshack.us/img338/1251/image76v.jpg

Tom Shannon
10-04-2010, 11:35 AM
wow.
Simply.
wow.

I sure hope you can figure out a way of getting these into the hands of the community. There is SO much to learn from here!

TheDopefish
10-04-2010, 03:16 PM
How's the anamorphic lens flare blended into the scene? It looks kind of half-transparent and too weak. Also, it's kind of hard to tell from the screenshots, but it looks like a unified blue, rather than a white that goes into blue (like HDR).

Further, they look a bit too thick, like if the whole light source is being stretched sideways, rather than a thin flare.

Compare them with the ones from Deus Ex 3 and you might know what I mean:
http://www.youtube.com/watch?v=hKj7FD4IaaQ&t=11m10s

Other than that, great job as usual and it's really good that you're able to optimize these shaders! ^^

Independentsoul
10-04-2010, 04:12 PM
Thanks dopefish :). allright didnt thought that there is critic on the pp but I will solve this tomorrow.
Iīm working very hard on my bokeh to get it optimized because its the most vissible pp indeed

Independentsoul
10-05-2010, 10:38 AM
some pics of the Tunnel and an Screenshot pack of some levels http://uploaded.to/file/jcfqep

http://img828.imageshack.us/img828/7217/image101a.jpg

http://img827.imageshack.us/img827/9796/image105y.jpg

SageHunter
10-06-2010, 09:06 AM
Man... This makes everything look so much better!
Can you alter the blur amount or is it fixed? Becouse I don't think that you would like to blur that much in a real game.

Independentsoul
10-06-2010, 10:45 AM
sure I can. I just wanted to show how it looks and you can see the shape. just for presenting


I want to take gaming in another dimension because most games doesnt use depth of field .. Depth of field is as important as 3Dimensional viewing

graded to Senior Member :)

http://nymag.com/images/2/daily/entertainment/08/01/31_locke_lgl.jpg http://img84.imageshack.us/img84/8742/image125te.jpg

Independentsoul
10-06-2010, 04:24 PM
I remade my ScreenSpace normal detection again

http://up.iranblog.com/Files73/440023e44aee4e70a159.jpg


Could be used for Edge Detection aswell I might do a better version then I have in the moment

http://up.iranblog.com/Files73/fa5cbef4dc224936abbc.jpg

TheDopefish
10-06-2010, 11:58 PM
http://img84.imageshack.us/img84/8742/image125te.jpghttp://img811.imageshack.us/img811/5788/blurl.jpg
Seems like the things in focus still get blurred around the edges surrounded by foreground/background. Is it possible to use the depth buffer to mask out those areas so they don't get included? :D

Independentsoul
10-07-2010, 07:37 AM
this is what I actually did but due the downsampling and the stride bokeh blur for the near depth it will be unprecise but its by far better then sharp edges :p

focus= halo issue
out of focus = precision issue

TheDopefish
10-07-2010, 10:09 AM
Maybe this paper/presentation could help? :o
http://developer.amd.com/gpu_assets/S2008-Filion-McNaughton-StarCraftII.pdf

Independentsoul
10-07-2010, 05:57 PM
I used this before. but it uses some rtts so no luck

CoffeeGrunt
10-09-2010, 01:49 PM
That comparison is sweet, personally didn't notice the blur issues at first until they were pointed out...

I'd be happy to have this in a game anyway... :D

TheDopefish
10-09-2010, 10:46 PM
That comparison is sweet, personally didn't notice the blur issues at first until they were pointed out...

I'd be happy to have this in a game anyway... :D
Quoted for truth. This is still kickass, and the critiscm is becoming very picky imho :D

Independentsoul, have you done any good shiny metal shaders?
I haven't seen any good ones done with UDK yet.

Independentsoul
10-10-2010, 09:29 AM
by the way DopeFish it is harder then you might Guess making such effects!

I have made them during optimizing and looking in the net . I hope you like them.. they are based on the newest Tri Ace Technology Fresnel Coefficiency of 0.05 and Specular intensity 1 and I use Ward and Ashkim Shirely Anisotropy of half2(100,10) everything is custom
They are mostly Correct to physical numbers but aproximated ofc

I hope The developers will make a deeper support for Sources and accesing External Functions or Variables within a Custom Node. Like PreviousWorldPosion or PreviousProjectionMatrix //some are working but not all

Here the Formular I used for the Coeficiency:



http://up.iranblog.com/Files73/80b7e4ce5c9242039949.png**** ***** RdotL instead of EdotH

by the way I changed my Chromatic Aberation from yellow-red to Blue-cyan Smoothly


Left is Billiard shader middle is Metalic and Right is two layerd Polished smoky Glass

note: 1440x900 Resolution
http://up.iranblog.com/Files73/65f361143ff24a1bb7d1.jpg

note: IT looks better on more complex meshes. If you have metalic objects then support me with them please :)

CoffeeGrunt
10-10-2010, 05:44 PM
Reminds me of ray tracing pictures for some reason, the reflection is pretty accurate...

These effects seem pretty good for making a photographic type game. Maybe something like a stealth-based reconnaissance game, where you take pictures of enemy deployments and such without getting found?

Hboybowen
10-10-2010, 06:06 PM
did you get anything for hair/fur I remember it was brought up and looked at in the past I know a few ways to do it but not dynamic at all or affected by any form of physics

SageHunter
10-10-2010, 06:23 PM
These effects seem pretty good for making a photographic type game. Maybe something like a stealth-based reconnaissance game, where you take pictures of enemy deployments and such without getting found?

Any game using aiming would work really cus then you focus on the midpoint of the aim. But yeah photographing thing would be cool. Then the halo-thing wouldn't be a problem either!

This work really brings out a new level of realism to gaming.

Independentsoul
10-10-2010, 08:49 PM
I made some shots on my 4 monts old level .. kinda getting max with bokeh

http://up.iranblog.com/Files73/788190e4c2d94c489e9d.jpg
http://up.iranblog.com/Files73/2b274e4530f940fa97e8.jpg
http://up.iranblog.com/Files73/f06aa1d5ccbf49cb9884.jpg
http://up.iranblog.com/Files73/5069594766be4f958711.jpg

I look for some payment on the "Got Skills? Looking for Talent? " Section.. I maybe find some devs wich want to support me cause I need a license for UDK

Independentsoul
10-10-2010, 08:54 PM
Reminds me of ray tracing pictures for some reason, the reflection is pretty accurate...

These effects seem pretty good for making a photographic type game. Maybe something like a stealth-based reconnaissance game, where you take pictures of enemy deployments and such without getting found?


hehe the reflection isnt pretty accurate cause its a Cube Shot from the GDC_Features demo I made some days ago . but its cool that you didtn saw the trick :p .

I would attach them in such a game if someone ask me to implent it :)

Always open for new stuff

Independentsoul
10-10-2010, 08:56 PM
Any game using aiming would work really cus then you focus on the midpoint of the aim. But yeah photographing thing would be cool. Then the halo-thing wouldn't be a problem either!

This work really brings out a new level of realism to gaming.



Thanks SageHunter .Actually you filled my heart with love saying that the "halo-thing" is no problem but I guess if it is fully without Leaking/halos then I might get more customers or lets say more intrested people.

Independentsoul
10-10-2010, 09:05 PM
did you get anything for hair/fur I remember it was brought up and looked at in the past I know a few ways to do it but not dynamic at all or affected by any form of physics

Iīm sry that I didnt show you my Fur shader yet. Kinda strange that I always slide my Post processing before my Material shading :confused:

I will post them as soon as I can.. realy tired now ( 3:14 in the morning ) :rolleyes:

Chan
10-10-2010, 09:35 PM
Dude you are so awesome.

Would you be willing to take a video of the lens flares in action?

SageHunter
10-11-2010, 08:09 AM
Oh my god. After checking the newest shots... If I didn't know, I could easily be convinced these are realtime renders...

Hboybowen
10-11-2010, 12:42 PM
Oh my god. After checking the newest shots... If I didn't know, I could easily be convinced these are realtime renders...
your post doesnt make since at all. All games are RT thats the point

Independentsoul
10-11-2010, 01:41 PM
I made a big update on My realtime Car/Metal Shaders and my glass shader in use with a Model (Zonda-ish car) wich Analdin of OrangeCore gave me to present my Shaders.

http://img262.imageshack.us/img262/1989/orangecoreweb.png [OrangeCore Logo]

I was sending yesterday an application to this studio

Those Shaders are Physicaly but aproximated for a better usage in realtime.
note: 1920x1080 each
http://img140.imageshack.us/img140/2779/csblackps.jpg

http://img259.imageshack.us/img259/7601/cscyanps.jpg

http://img844.imageshack.us/img844/6022/csfavecolps.jpg

http://img838.imageshack.us/img838/921/csferrariredps.jpg

http://img337.imageshack.us/img337/6057/csferrariyellowps.jpg

Analdin
10-11-2010, 01:47 PM
I have to say, the Zonda-ish car (It's not actually a Pagani Zonda, but we had it in mind when contructing the model) looks really awesome with your shaders!

TheDopefish
10-11-2010, 03:58 PM
Oh my god. After checking the newest shots... If I didn't know, I could easily be convinced these are realtime renders...your post doesnt make since at all. All games are RT thats the pointI'm pretty sure he meant he would easily believe these images to be prerendered? :)

I don't have any suitable models to test the metal shaders on yet, but I think it would be easier to tell how they look in an cleaner environment and on video.

I believe a big part of what makes it look like metal is how it handles the specular, which would be easier to tell in motion. From the car shots alone, it looks pretty decent, but it's hard to tell :p

Independentsoul
10-11-2010, 04:22 PM
hi dopefish,

I might make some vids of it. Iīm now a member of Orangecore and if I sign the Contract for clysmic studios then I have 2 working stations :))

I think you will see some Vids soon on my Channel or at OrangeCore.. by the way the specular you see there is the most expensive- realstic.. its Ashikim shirely and ward aniso + ward iso
so 3 layers of specular

but I think the Metal shader is realy useable due its correction

TheFallen1
10-11-2010, 05:58 PM
GREAT JOB. do you have a job doing this yet, if not people dont know what they are missing out on. :)

edit: never mind about the job thing i didnt see the last post :P

(little side note for Analdin)
Looking great man, things are really coming along nicely.

Independentsoul
10-11-2010, 06:15 PM
GREAT JOB. do you have a job doing this yet, if not people dont know what they are missing out on. :)

edit: never mind about the job thing i didnt see the last post :P

(little side note for Analdin)
Looking great man, things are really coming along nicely.

Thanks, I hope I get more jobs :) I want to have a good start.. I choose OrangeCore due Analdin and its good Progress.. you might saw the Charactere.. I was stunned looking at the charactere . I keep you all update of my work.

If anyone has Ideas what I could make then please give your suggestions to me via yahoo MSN(new) or within my thread . :)

commenst are apreciated

Independentsoul
10-11-2010, 09:21 PM
I have looked at my Screenshots and analyzed all my Visual problems I have in the moment. Then I had an Idea its pretty simple, kinda strange that I just make it now and not earlyer.

Iīm making a near blur to get the sharp edge issue out of the way wich is currently in distance.

This process is shared this means my whole CoC gets blured now if the sharp edges are appearing on distances then I have to kill them via my bokeh distributin wich Iīve made previously.. so I wonīt have the problem wit the sharp edges at all..



if I can make it then I just have to kill the Halo/ leaking around the focused pixels... but its harder then you migth guess filtering the blured bright pixels from the Dark unsquinted pixels :confused:


I will post some screenshots soon. Keep update :)

Independentsoul
10-12-2010, 09:24 AM
It worked!

I have now a neat and correct result on distance.. I saw that alot of bokeh filters have this issue I have workaround it :)

Without my new method

http://img340.imageshack.us/img340/737/image154k.jpg


With my new method.. Kills Leaking on some spots and fully reduce Sharp edge problem on distance.
http://img63.imageshack.us/img63/7167/image153rr.jpg

Independentsoul
10-12-2010, 10:15 AM
I was reducing the space/spride within a blur now..

looks by far more smoother and defined http://img219.imageshack.us/img219/1036/image165j.jpg

TheFallen1
10-12-2010, 04:13 PM
great work man keep at it. :)

Independentsoul
10-12-2010, 05:26 PM
Thanks . OrangeCore (including me ) are curently optimizing the Zonda(ish) car.
keep updated!

SageHunter
10-13-2010, 06:47 AM
I'm pretty sure he meant he would easily believe these images to be prerendered? :)

Yeah I had a slight grammar breakdown... I was tired.


Man this is all so great!

Independentsoul
10-13-2010, 09:16 AM
Hard to belive that everything in my life is going the right way in the moment.

CoffeeGrunt
10-16-2010, 04:19 PM
Wow, that Zonda...ish car looks, like a max render. I've always believed realism is purely down to getting the light levels to look real - you've proved it.

Independentsoul
10-16-2010, 05:00 PM
Hey thanks coffeeGrunt I will post a screenshot soon of my Current Work wich has nothing to do with forests... completly realtime. the forest isnīt real to what I have done currently .Iīll show you it until it is perfect :))

Independentsoul
10-17-2010, 02:47 AM
hi,

I made now the fur shader :) with a two tone seperation means I can control the skin color and the fur color. I could make it even wave ;)

(as you see on the left it is fully controlable)

here you see
... my spikey plane pet ;)
...
http://img266.imageshack.us/img266/6018/image235.jpg

CoffeeGrunt
10-17-2010, 08:58 AM
Wow, is it some sort of scattered bump offset from the plane of the polygon?

KazeoHin
10-18-2010, 04:17 AM
hi,

I made now the fur shader :) with a two tone seperation means I can control the skin color and the fur color. I could make it even wave ;)

(as you see on the left it is fully controlable)

here you see
... my spikey plane pet ;)
...
http://img266.imageshack.us/img266/6018/image235.jpg

does it work on convex surfaces? because if it does, we have to talk.

Chosker
10-18-2010, 10:40 AM
seems like the usual multi-pass shells fur method. the tricky part is getting UDK to do the multi-pass. care to elaborate a little on that, Independentsoul?

KazeoHin: if it's the usual shells fur method as I presume it works on convex surfaces, its just that the fur shells would go inside eachother. I'd say it would look fine

Independentsoul
10-18-2010, 10:44 AM
well Chosker: it isnt the multi pass shell method ... its steep paralax mapping

shahafyz57
10-18-2010, 01:34 PM
can u put some blur effect on the fur? to make it look more dense? something like
http://udn.epicgames.com/Three/rsrc/Three/CreatingHairUsingAlpha/Hair_07.jpg
the hair look a little blurry

Dralex789
10-18-2010, 04:37 PM
Wow, incredible work. If I am correct the multi shell shader works like this?

http://www.xbdev.net/directx3dx/specialX/Fur/index.php

While the parallax method is the example in the "mastering unreal technologies volume 2"

That fuzz effect though is done through opacity of the material right? So it wouldn't work on anything other than round objects. If not then wow, please share :D

Keep up the awesome work. You have almost inspired me to learn HLSL in my spare time

Independentsoul
10-19-2010, 10:36 AM
Wow, incredible work. If I am correct the multi shell shader works like this?

http://www.xbdev.net/directx3dx/specialX/Fur/index.php

While the parallax method is the example in the "mastering unreal technologies volume 2"

That fuzz effect though is done through opacity of the material right? So it wouldn't work on anything other than round objects. If not then wow, please share :D

Keep up the awesome work. You have almost inspired me to learn HLSL in my spare time


hey nice that I inpired you to learn hlsl!.. hey but is steep paralax mapping realy in mastering unreal technoloies volume2 ? And I have to say again my method is not using multiple faces... it is a very high quallity steep paralax mapping... It is so precise that you just have to use more steps to get a Real Neat looking Virtual geometry shader!! Well the edge detection does work on every object but the graphics are not high quality on complex shapes indeed

Dr Bearhands
10-19-2010, 11:09 AM
Cool! Do you have a video showcasing the effect somewhat better?

Independentsoul
10-21-2010, 03:57 AM
I will make a vid as soon as possible. In need of time !

leviatan1001
10-23-2010, 09:13 PM
Awesome work, congratulations.
Im quite interested on making my own experiments with custom HLSL. I have made a black and white post process. But, could you please post a simple example of something more interesting than my example?, hehe. Some kind of blur or whatever.
Thank you and keep the good work ;)

A gift for noobs like me, B&W shader :D


float3 Color;
Color = tex;
Color.rgb = dot(Color.rgb, float3(0.3, 0.59, 0.11));

return Color;


Edit:
Xtreme sharpen effect xD

http://lh5.ggpht.com/_FIwkRjgQ8DQ/TMOT4xQ6pMI/AAAAAAAAAvk/O2-h7YV_yco/s912/custom%20hlsl.jpg

Hehe, im happy ^^

TheDopefish
10-23-2010, 09:40 PM
I think using the "custom" node in the shaders for UDK is inefficient in comparision to using the preset nodes. I might be wrong though :confused:

Xtreme sharpen effect xD
Haha, nice one! :D

Independentsoul
10-25-2010, 12:20 PM
edit: really nice scene !!! leviatan looks like you used the ambient lighting of the GDC demo.

well nice to see someone else starting to make visual effects :)... actuallly sharpen effect is a blur but the negativ way . the neighbour gets 0.5 in a blur in a sharpen filter it gets -1. pretty nifty:) but I did it myself aswell ^^ but alot of my mates said they dont like it :( so I dont use it in my shader pipeline.. keep up!!!!

Independentsoul
10-25-2010, 12:29 PM
the luminance calculation can be made in a single line (BW)


return dot(tex2D(SceneColorTexture,ScreenUV), float3(0.3, 0.59, 0.11));

btw I found a bug somewhile ago... epicīs september build produces a buggy imagegrain!

leviatan1001
10-25-2010, 07:29 PM
the luminance calculation can be made in a single line (BW)


return dot(tex2D(SceneColorTexture,ScreenUV), float3(0.3, 0.59, 0.11));

btw I found a bug somewhile ago... epicīs september build produces a buggy imagegrain!

Nice tip ;) thanks.
For my part im getting crazy with vertex shaders, hehe. I need to fix my water movement ;)

CoffeeGrunt
10-29-2010, 07:21 PM
Is this still running - wanted to save it from 2nd page oblivion - it was sitting right at the bottom of the first page there, so precariously...

Independentsoul
10-30-2010, 12:51 PM
This thread is still in use :) ( If I understood you correctly) Iīm for another week very busy so there is no updating possible until my Team has finnaly put everything together to present PAZEĐ (Sonic previously ).


All my work is in the Paze wallpaper :D :D

leviatan1001
10-31-2010, 04:22 PM
I have a question,
Is this a bug? As you may know, it happens after opening other rendered windows such as material editor or game running window:

http://img832.imageshack.us/img832/8550/41935260.jpg

http://img221.imageshack.us/img221/4240/91520346.jpg

CoffeeGrunt
10-31-2010, 04:43 PM
Looks like a chromatic aberration effect...

leviatan1001
10-31-2010, 04:44 PM
Looks like a chromatic aberration effect...

It is. But the effect in the viewport gets ****ed after a while.

Independentsoul
10-31-2010, 06:12 PM
well I dont have this bug on my sept build (didnt tested octo build yet). I guess you just have a too high offset factor. Use instead of a simple factor for the offsett of each component this formular:




float2 resolution = float2(1920,1080); // your screenresolution x=width y=height == x=1920 y=1080
float2 Stepsize= float2(1/resolution.x,1/resolution.y); // this is your offset factor

note: here the example of how to use this code
return tex2D(SceneColorTexture,ScreenUV+float2(0,Stepsize .y); // offset in the positive y direction :: unit = 1texel

if this doesnt work (it should cause I use it :p ) then post the code you use to make Chromatic Aberation in here and I will fix it if you want to :)

edit: take a look at the PP priority e.g world or Post Process

Chan
11-04-2010, 10:41 PM
Hey did you get my PM? I thought I sent it but it didn't show up in my outbox.

Independentsoul
11-05-2010, 04:05 PM
BIG Update




I finnaly have alot of time to develop furhter more and better thingss ( : HOPE : )

As you might noticed Iīm The Technical Leader/Artist , Leading LightArist,Material Artist and Compositer-Post Processing.

I waited until analdin released the anouncement of the serious racing game Paze.

I made a second anouncement In here ^^


Here the teaser Wallpaper


http://media.moddb.com/images/games/1/7/6038/image286n_metal_copyright.jpg

as you might notice all my work is in this screenshot and my current level of skill. I hope you like that Wallpaper. everything is realtime.



Chan I mentioned your mail and I answered it :)

TheAgent
11-05-2010, 05:32 PM
Looks very nice! Wish i can get my hands on the post proccess effects : P

Independentsoul
11-05-2010, 07:20 PM
Thanks.

If you realy want it then contact me.

CoffeeGrunt
11-05-2010, 07:33 PM
I'd be happy for the material shaders. I can understand why you can afford all this shader detail now. Much less AI, level design and such required for a racing game than an FPS...

Independentsoul
11-05-2010, 07:59 PM
definatly :). If you didnt saw this video of lumion yet then please take a look at it http://vimeo.com/16534222 . they have some shaders wich are realy usefull for a coast water level. I will try to mimic the realtime anisotropic reflection (not specular) for the water. Here their site http://lumion3d.com/ :)

btw I finnaly came to a nice result with Lightmass (tweaked lightmass.ini)


http://img822.imageshack.us/img822/5403/image298f.jpg

http://img219.imageshack.us/img219/545/image301o.jpg//indirect pass only

http://img210.imageshack.us/img210/8949/image304n.jpg

http://img684.imageshack.us/img684/1530/image308s.jpg //lens blur has 4ē samples instead of 7ē samples

Analdin
11-05-2010, 08:00 PM
Much less AI, level design and such required
Only partly true, mate ;)
While there isn't that much detail in a racing level, the thing that eats up the performance is just its scale. Racing levels are extremely huge sometimes, and if you don't tweak the LODs and view distances right, you can easily get 2FPS while playing :D

Independentsoul
11-06-2010, 03:08 PM
I post a shader wich I have done somewhile ago to bump this thread up .

Here My Sub Surface Scattering with Light transmition (light transmition came out of my head EdotH)

http://img838.imageshack.us/img838/6892/image310q.jpg
http://img577.imageshack.us/img577/2943/image311.jpg
http://img217.imageshack.us/img217/6912/image312y.jpg//here you see how the light bounces trough the object
http://img577.imageshack.us/img577/5967/image313.jpg// the further away from the light source wich bounces through the material the more soften it gets

Coments and critics are apreciated

HER0
11-06-2010, 03:11 PM
very nice my friend Chris hope you will always success

Independentsoul
11-06-2010, 03:14 PM
Thanks.May happen may not.

Analdin
11-06-2010, 03:16 PM
Looking real cool, can't wait for more ;)

Ali-Rahimi
11-06-2010, 03:52 PM
Nice work Christopher like always. Me and Christopher do some cool stuff with each other. He always help me out despite that iam a Quest3d user.

TheDopefish
11-06-2010, 08:30 PM
Good progress as always!

I was curious to see if you've tried your hand at the interior mapping yet, since I believe that's something you could really utilize in a racing game :D



Think it's just a simple depth parallax as described here:
http://developer.amd.com/gpu_assets/GDC06-ATI_Session-Oat-ShaderTricks.pdf

I'm not allowded to share any actual code from the Starbeeze engine due to legal reasons, and anyhow, it should be easy for you to create such a shader.

If you're talking about the interior mapping, there's description and source code available fot it in this thread:
http://www.ogre3d.org/forums/viewtopic.php?t=30275

ok, no problem I will try to take a look at the shader as soon as Iīm able to use udk again because my Desktop PC is totaly broken .. No safe mode and no normal boot possible . ( writing with my notebook) pretty scared that my datas are unsafeKeep up with the updates! It's always interesting to see new shaders :p

Independentsoul
11-07-2010, 06:44 AM
Your totaly right Dopefish with the interior mapping. Currently I have to develop some Mater Shaders for Asphalt,Water,Glass,Metal,Plastic ,Stone and dust

Pangahas
11-07-2010, 07:15 AM
I was hoping you could help me do an outline toon shader & another shader under it whose diffuse appears only on the model's shaded areas realtime..

Independentsoul
11-07-2010, 07:28 AM
stay tuned Pangahas I make one now

TheDopefish
11-07-2010, 07:55 AM
Glad to hear the OrangeCore guys are keeping you busy :p
Don't forget to post your results! :D

Pangahas
11-07-2010, 08:03 AM
stay tuned Pangahas I make one now

wow that was quick..let me correct myself..the 2nd material 's supposed to be over not underneath the base material..ahm like multiple layer mode in photoshop..:)

Independentsoul
11-07-2010, 08:45 AM
Do you like Super Mario Galaxy? if yes then you like my Shader.
My Shader is pretty complex for just a simple Toon shader..

It was taking so long cause I was modeling the star aswell ^^
http://www.spiele-newsworld.de/wp-content/uploads/2010/02/super_mario_galaxy.jpg

its multi layerd.. Diffuse .. the specular isnt multi layered cause it is a performance hit . I guess this is enough.

you can share this as long as you give credits. Made by Christopher "Independentsoul" Schiefer

result with no ambient light:

http://img508.imageshack.us/img508/1204/image316p.jpg
http://img207.imageshack.us/img207/6342/image317g.jpg


Shader Setup:

http://img209.imageshack.us/img209/8075/image318x.jpg
http://img2.imageshack.us/img2/6671/image319.jpg

http://img256.imageshack.us/img256/8260/image320.jpg// inputs


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Comments are aprecieated!
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Ali-Rahimi
11-07-2010, 08:47 AM
Cool shader. Looks like a velvet to me.

Independentsoul
11-07-2010, 08:48 AM
ya almost :) .. I mentioned that a velvet is close to toon shading . so I tried to mimic it

Analdin
11-07-2010, 08:50 AM
looks nice!

TheAgent
11-07-2010, 09:11 AM
Cool stuff, it looks cuddly!

Pangahas
11-07-2010, 09:16 AM
Great shader..your really good at what you do..goin to try it..
ahm I was hoping for a shader that looks like this actually sorry for not being clear,I handpainted the texture for this one but the sketchy pencil effect on the shadowed areas are post. So I would really appreciate it if you could recreate a shader for me in this style. To be specific black outline then pencil sketchy texture set to multiply mode only on shaded areas..THat is if it ain't too much to ask.Thanks for your time..

http://img.photobucket.com/albums/v669/nivramzurc/wip5copy.jpg

Independentsoul
11-07-2010, 10:10 AM
keep in mind that I spend maybe 1hour on this shader.. I wasted my time abit to share that -- well I maybe do this shader soon. you should detail your questions in the near future-just a tipp.

Pangahas
11-07-2010, 10:21 AM
Apologies..I really should have been more detailed with my requests..I would still be using it though & of course I would credit you for it.Thanks & I hope you could help me with the other shader..

Independentsoul
11-07-2010, 04:37 PM
I have made a new Specular today wich uses the Half vector instead of the Reflection Vector.

My question: It seems that this effect is in everyspot where a reflection is ... is that true?


It is just awesome seeing this effect . if anybody can explain why it is in reality aswell then pls reply!

http://c2.api.ning.com/files/7HxbGeQNHma5YTP3FDzVtt9zBUlUOSi8IGZqy7kv86n76GKGvj 5L1mQnIzUsbZzzsc3A*UmACayiFJOKXkwlfp8ayn45u9e8/Wet_Street_2.jpg // Real photograph

http://img716.imageshack.us/img716/9417/image321.jpg //left is standard right is my new Half vector specular

http://img227.imageshack.us/img227/3201/image322v.jpg//left is standard right is my new Half vector specular

Ali-Rahimi
11-07-2010, 04:43 PM
Looks fantastic. Iam waiting for you to help me out to build those sexy spec in TeamViewer.

Independentsoul
11-07-2010, 04:45 PM
hehe my mate we will do that ! :D:D

HRuivo
11-07-2010, 04:51 PM
you have suprised me one more time mate.
Can't wait to see that in action on a city night environment ;)

Hboybowen
11-07-2010, 04:57 PM
I have made a new Specular today wich uses the Half vector instead of the Reflection Vector.

My question: It seems that this effect is in everyspot where a reflection is ... is that true?


It is just awesome seeing this effect . if anybody can explain why it is in reality aswell then pls reply!

http://c2.api.ning.com/files/7HxbGeQNHma5YTP3FDzVtt9zBUlUOSi8IGZqy7kv86n76GKGvj 5L1mQnIzUsbZzzsc3A*UmACayiFJOKXkwlfp8ayn45u9e8/Wet_Street_2.jpg // Real photograph

http://img716.imageshack.us/img716/9417/image321.jpg //left is standard right is my new Half vector specular

http://img227.imageshack.us/img227/3201/image322v.jpg//left is standard right is my new Half vector specular
wow actually great stuff... good job setting the standard for UDK:D

Count_de_Money
11-07-2010, 06:13 PM
My question: It seems that this effect is in everyspot where a reflection is ... is that true?

Effect is much more noticeable during night on wet surfaces, you can see it best when it's raining. Why it happens, my guess is that it's because of the water surface not being perfectly flat (asphalt is wet, but the surface itself is not smooth) + viewing angle + light source.

http://www.postcardsfromla.com/mtarchives/pix/2004/0222car-rears.jpg

http://img1.eyefetch.com/p/an/821865-0c1df7f8-408d-4645-8def-2b3a8bd9909bl.jpg


Now see some pics here with puddles, here we can approximate that the surface is smooth and acts like a mirror, so we have a different situtation.

http://www.artfans.info/?p=1139

http://forums.vwvortex.com/showthread.php?4963245-after-the-rain-tonight...-puddle-pics&p=66733836&viewfull=1#post66733836

http://www.artfans.info/wp-content/uploads/2009/11/reflection33.jpg

Though I'm not saying I'm 100% right here. :D

Independentsoul
11-07-2010, 06:32 PM
I think it has something to do with a High fidelity surface http://www.holographix.com/ASPE1999_files/image007.gif wich is building a ramp with the water on it where the ligth gets reflected on a steep angle so the lightsource gets reflected on a steep angle and the fresnel coeficiency is lighten the final ainsotropic shape

Independentsoul
11-07-2010, 06:37 PM
I made some tests with Epic Games lightmass.Just wanna share the perfect results of the baking :). (just 80 seconds)

http://img180.imageshack.us/img180/2586/image328.jpg

http://img163.imageshack.us/img163/9755/image329.jpg