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mpan3 mpan3 is offline
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This only works with the 2.46 SVN builds since last week. sample blender file available here.

FAQ:
How do I run this? Use a recent blender build such as this one on graphicall
Is this...? Yes the shader is completely realtime, in-game, and runs on the BGE natively.
Why diagonal blur? I chose 2 pass diagonal blur over horizontal/vertical blur because diagonal is more interesting, and it also simulates a camera aperture opening slight better.
System requirement: A modern graphics card with OpenGL 2.0 support is required (Geforce 6+), ATI card not supported at the moment.



Next up: screenspace ambient occlusion.
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Last edited by mpan3; 14-Jul-08 at 19:51.
#1   Old 09-Jul-08, 22:16   
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JESUSFRK14 JESUSFRK14 is offline
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Woah, that is in-game?
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#2   Old 09-Jul-08, 22:34   
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Browncow Browncow is offline
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How did you get that ambient lighting similar to COD 4 in the video? In the video, the 3d view has only basic lighting and textures, but when you enter the game engine (P), the world had great lighting!
Also, screenspace ambient occlusion sound great! And it will be for realtime use? Are you going to be using nodes, like in this link http://mpan3.homeip.net/ssaowcn ?

Last edited by Browncow; 09-Jul-08 at 23:21.
#3   Old 09-Jul-08, 23:16   
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JESUSFRK14 JESUSFRK14 is offline
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What browncow said.......... the question i mean.
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#4   Old 09-Jul-08, 23:30   
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what build is this? where can i get it? This looks brilliant
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#5   Old 09-Jul-08, 23:54   
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holy crap thank you sir. me rove you rong time
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#6   Old 10-Jul-08, 00:10   
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Really good looking. I'm really glad to see these new features, and can't wait to use them.
GameBlender is really becoming a perfect rapid game development platform, and with these features, GameBlender is looking far more attractive. I'm sure these new features will bring a wave of new users.
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#7   Old 10-Jul-08, 00:51   
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The Red Hand The Red Hand is online now
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Very nice texturing! the dof effect doesn't work on my computer (Neither do 2d filters) but the texturing is superior to anything I've seen on blender to date. Great Job. I will be dissecting this...
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#8   Old 10-Jul-08, 02:00   
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mpan3 mpan3 is offline
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Hmm, so far no comment on the depth of field shader?

I am surprised how many people liked the level. I had to reduce the size of the texture to keep the file size down, there is a much higher quality version of the same file (no DOF, just higher quality texture) here: http://mpan3.homeip.net/matrix
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#9   Old 10-Jul-08, 03:08   
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RagingChaos66 RagingChaos66 is offline
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Quote:
Originally Posted by mpan3 View Post
Hmm, so far no comment on the depth of field shader?
the shader's great although intense at times, and it runs a little slower then id like buts not your fault i cant wait for the screen space ambient occlusion shader next!
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#10   Old 10-Jul-08, 03:26   
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Brother, that's impressive!
Nice one, mpan3!
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#11   Old 10-Jul-08, 04:32   
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war-p war-p is offline
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It doesn't work with apricot build, but it does an interesting effect (It looks like gloom with pencil sketch)

PS : Sorry it works perfectly on apricot rev 15500

Last edited by war-p; 10-Jul-08 at 07:24.
#12   Old 10-Jul-08, 07:11   
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kirado kirado is offline
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wow nice shader.. me want desperately.. interested in knowing how to do that. I think your pic should be used to show off the new features!!!
#13   Old 10-Jul-08, 08:31   
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Oh! This is incredible!
Thank you!!!

some shots from my doom-like game level with your DoF:
(On every object I use color+normal+spec+detail color+detail normal+detail spec+fresnel maps.)

http://www.etyekfilm.hu/boom_dof1.jpg
http://www.etyekfilm.hu/boom_dof2.jpg
http://www.etyekfilm.hu/boom_dof3.jpg
http://www.etyekfilm.hu/boom_dof4.jpg
#14   Old 10-Jul-08, 09:20   
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kamaro kamaro is offline
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Hi mpan. Thank for this amazing script.A simple question.What is the use fot the luminance button next to the depth button in the 2d custom panel, is it for hdr? Thank.
#15   Old 10-Jul-08, 09:27   
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Great work mpan3, i had fun messing around with the demo.

Can you set the focus point to be a certain distance, instead of the auto focus?

I got a good frame rate to, only dropped to 20fps when i did the 'heavier' setting.
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#16   Old 10-Jul-08, 11:11   
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WOOOOWWW #$&*_#@&*_*(#& *&@_&*(#$
oh maaan.
mpan3 FoReVeR !!!!!!!
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#17   Old 10-Jul-08, 12:53   
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4Daniel 4Daniel is offline
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Hey,
This really looks great! The only thing that looks a bit off is when switching from really near to really far objects, the accomodation is a bit too fast. Maybe it's an idea to make it happen more gradually (since the human eye can't do it that fast) ?
#18   Old 10-Jul-08, 13:02   
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A tip: try to blur zbuffer. With this I can make better result for internal render with nodes:
http://www.etyekfilm.hu/nodesetup_littlewarrior.jpg
#19   Old 10-Jul-08, 15:05   
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mpan3 mpan3 is offline
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Endi, that's some beautiful images! All the material is done with the new Apricot branch right? I'll play around with what you suggested.

kamaro, yes i believe so, but i haven't really played around with HDR yet.

4Daniel, Yes you can set the focus manually in the GLSL script. But idealy, it should be a value (like rasterizer.focus) that can be set with a simple python script and changed every frame.

Now only if I can figure out a way to do bokeh...
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#20   Old 10-Jul-08, 15:33   
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