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martinsh martinsh is offline
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Hello, I hope you had fun Christmas.
This is a small demo showing real-time snowflake growth using an animated alpha map. The animation frames are stored in a single image, 255 frames in a single color channel.

screenshots:


blend:
http://www.********.org/blend/1425

controls:

buttons 1 and 2 enables post-process effects (vignetting, noise, edge-blur, and a new and awesome lens distortion filter, made by Francois Tarlier, and slightly modified by me).

Up/Down - shrink/grow the snowflake
mouse wheel up/down - chromatic dispersion amount

numpad:
7/4 - lens distortion coefficient
8/5 - cubic distortion amount
9/6 - image scaling amount

Edit: Maybe this thread should be in Game Demos section?
............................................
www.martinsh.co.nr - gallery is broken..
artmartinsh.blogspot.com - blog

Blender artworks:
Shotgun
Assault Rifle
Realtime Bathroom Demo
Advanced GLSL 2D Filters

Last edited by martinsh; 27-Dec-09 at 02:21.
#1   Old 26-Dec-09, 23:20   
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mrhippieguy mrhippieguy is offline
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that is really cool. where did you learn glsl? i bet a lot o' people'd like ta know.
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#2   Old 27-Dec-09, 07:49   
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martinsh martinsh is offline
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Hmm.. mostly collecting GLSL shaders and dissecting them. Also Mike Pan and Dalai Felinto taught me quite a lot.
............................................
www.martinsh.co.nr - gallery is broken..
artmartinsh.blogspot.com - blog

Blender artworks:
Shotgun
Assault Rifle
Realtime Bathroom Demo
Advanced GLSL 2D Filters
#3   Old 27-Dec-09, 16:50   
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CGgap CGgap is offline
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Great , as always.
#4   Old 29-Dec-09, 01:10   
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francoistarlier francoistarlier is offline
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your chromatic aberration is much better than mine !

also do you know why I do have the tool bar render in the texture ?

awesome work as usual !
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#5   Old 29-Dec-09, 16:04   
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martinsh martinsh is offline
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Quote:
Originally Posted by francoistarlier View Post
also do you know why I do have the tool bar render in the texture ?
!
Because Rendered Texture doesn`t end at the edges of the game screen. It continues till it gets to the size of power-of-two (64*64,1024*1024, 4098*4098, etc.), and it includes all Blender`s UI. That is the reason I use canvas coordinates over the texture coords to get the center of the game window.
............................................
www.martinsh.co.nr - gallery is broken..
artmartinsh.blogspot.com - blog

Blender artworks:
Shotgun
Assault Rifle
Realtime Bathroom Demo
Advanced GLSL 2D Filters
#6   Old 29-Dec-09, 18:34   
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martincg martincg is offline
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oh man this is fantastic shader
#7   Old 30-Dec-09, 17:13   
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AD-Edge AD-Edge is offline
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Stunning work once again.
I think the most valuable thing from this is the cubic lens distortion shader, thats something Ive been looking for for a while, and this one is so customizable its just beyond perfect.

Your .blend runs fine for me Martinsh, but Im having trouble getting the shaders to work in my own game, I have the lens distortion one running ok with the get_window script as well, but I keep getting this increased brightness effect. The underlying effect is there, its just this flickering brightness which happens at certain times or angles. It must be something im not setting up right in my .blend, cause your demo doesnt have any of these issues and im using inbuilt 2D shaders as well anyway.

Any advice would be appreciated, I have a thread for the issue here so this thread remains ontopic.

I look forward to seeing what you come up with next!
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#8   Old 31-Dec-09, 02:06   
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SamCameron SamCameron is offline
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Holly shit, amazing.
#9   Old 01-Jan-10, 23:15   
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skykooler skykooler is offline
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Download link is broken. Screenshots look great though!
#10   Old 23-Jun-10, 04:30   
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redcaliber20 redcaliber20 is offline
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gorgeous indeed, I 2nd it about the broken link. I so want to learn more about lens distortion on GLSL
#11   Old 25-Jun-10, 10:26   
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