Couldnt decide where to put it, in resources or here.
Anyway this is Work in Progress thread.
So i finally got the light scattering/sunray/godray 2D filter working.
It is totally not optimized and runs slower than DoF+SSAO together. At the moment it crawls at 35fps fullscreen (on highend PC) with SSAO+sunrays+chromatic_aberration+DoF, so im pretty optimistic about usefullness of these 2DFilters in future, when downsampling gets integrated.
Hopefully a video and a .blend file will be soon available also. I will make some trees and stuff and optimize the scene and filters.
I totally forgot to mention that this work (2D Filters, not the landscape) is part of a big Blender game Twilight 22, although not yet announced.
Controls:
WASD - move camera
Left/Right arrows - move sun
Filters:
1 - SSAO only
2 - SSAO + scene
3 - Light scattering
4 - DoF (mousewheel - change focus)
5 - Chromatic abberration
6 - Cross shaped bloom
Note that it is still Work in Progress. The light scattering filter must be optimized alot. It is much slower than it should be. Also the gluProject is not working properly and it doesnt run right when played in fullscreen. Also exporting runtime doesnt work with gluProject. I will try to fix that soon.
Have fun!
So here are two huge images. (Photoshop used just for cropping)
That practically looks like a BI render, not a BGE game
the filters you used should really be hardcoded into the BGE as presets like sepia and sobel, or maybe have the SSAO filter be automatically enabled by the engine when enabling AO in the world buttons.
This is probably the most impressive visual I’ve seen produced in the GE. If you can get this optimized and built into the engine, it would be an amazing step forward. Your work is always impressive Martinsh, keep it up.