Volumetric light and lensflare in Workspace ?
-
Cellulo
- Lieutenant
- Posts: 927
- Joined: 27 Sep 2012, 07:48
- Type the number ten into the box: 9
- Location: France
Volumetric light and lensflare in Workspace ?
It is possible to make volumetric light and lens flare in real time in the Workspace ?
-
Draise
- Captain
- Posts: 3200
- Joined: 21 Sep 2009, 19:33
- Type the number ten into the box: 0
- Location: Bogota, Colombia
Re: Volumetric light and lensflare in Workspace ?
Real time no, but in post yes. Using my pass shader script, you can produce a zdepth pass. And paint what you'd like as the volume emitter or lens flare emitter a bright matte and the rest a dark one for a matte/emitter pass to then use it in post.
Once you have that, you can use blender or natron composite nodes to get God rays, lens flares, and atmosphere or fog.
The WS engine uses directx 9, which at the time could not do any of that unlike directx 11, of which most modern game engines are built.
Not to mention a lot of these effects are post filters. The only post filter WS has is bloom and glow. And there are no camera post filters. I am not sure how to access aov's from the viewport, so I made my script to create shader based aov's to then build my post effects in blender or natron.
I have seen a stereo camera system (Clinton?), it's a good example of custom post processing. The shading system is in hlsl, which is similar to glsl - so one could technically build post effects into a camera texture projection, similar to the stereo camera - but it might be slow.
I am not sure one could do ssao or real time dof, but maybe lens grime, color correction and flares yes. Ssao might be able to be implemented...
The concept is (for real time) having a main camera, render to texture on a plane, run the post effect through the texture, view the plane from an orthgraphic camera. Just like the stereo camera.
And well.... Code a new post shader script?
I should make some tutorials for the pass shader...
Once you have that, you can use blender or natron composite nodes to get God rays, lens flares, and atmosphere or fog.
The WS engine uses directx 9, which at the time could not do any of that unlike directx 11, of which most modern game engines are built.
Not to mention a lot of these effects are post filters. The only post filter WS has is bloom and glow. And there are no camera post filters. I am not sure how to access aov's from the viewport, so I made my script to create shader based aov's to then build my post effects in blender or natron.
I have seen a stereo camera system (Clinton?), it's a good example of custom post processing. The shading system is in hlsl, which is similar to glsl - so one could technically build post effects into a camera texture projection, similar to the stereo camera - but it might be slow.
I am not sure one could do ssao or real time dof, but maybe lens grime, color correction and flares yes. Ssao might be able to be implemented...
The concept is (for real time) having a main camera, render to texture on a plane, run the post effect through the texture, view the plane from an orthgraphic camera. Just like the stereo camera.
And well.... Code a new post shader script?
I should make some tutorials for the pass shader...
-
Cellulo
- Lieutenant
- Posts: 927
- Joined: 27 Sep 2012, 07:48
- Type the number ten into the box: 9
- Location: France
Re: Volumetric light and lensflare in Workspace ?
Thanks Draise for your explanation, you can also find "object scene depth" effect in DX Free shaders, it is a z-depth pass in real time ?
Last edited by Cellulo on 26 Dec 2014, 18:36, edited 1 time in total.
