Thermal Vision
by Andrew Edmonds · in Torque 3D Professional · 08/31/2010 (9:25 am) · 22 replies
Hi all,
I know this has been discussed before but I wanted to get a few thoughts on the subject of a thermal vision shader. I've been playing Arma 2: Operation Arrowhead a lot recently and love their implementation of thermal vision (I like the idea of laying down a lot of smoke and then using thermal vision to pick off the enemy).
I gave it a little bit of thought over the weekend and so far I think the best way to implement it would be using the material system combined with a shader (having a 'heat' value assigned per-material - it's not a true reflection but it might just work!)
For materials, I thought about adding a global 'heat' value (0 - 1) per material. This would work for 'static' materials such as a wall or a tree. For more complex materials I think it would be an idea to add a new 'heat map' which takes a greyscale texture map to represent heat values.
The whole thing would have to be tied together somehow with a shader (which is where I would get stuck).
Any thoughts on that? I've only given it a quick thought so any opinions / ideas would be most welcome!
Andy
I know this has been discussed before but I wanted to get a few thoughts on the subject of a thermal vision shader. I've been playing Arma 2: Operation Arrowhead a lot recently and love their implementation of thermal vision (I like the idea of laying down a lot of smoke and then using thermal vision to pick off the enemy).
I gave it a little bit of thought over the weekend and so far I think the best way to implement it would be using the material system combined with a shader (having a 'heat' value assigned per-material - it's not a true reflection but it might just work!)
For materials, I thought about adding a global 'heat' value (0 - 1) per material. This would work for 'static' materials such as a wall or a tree. For more complex materials I think it would be an idea to add a new 'heat map' which takes a greyscale texture map to represent heat values.
The whole thing would have to be tied together somehow with a shader (which is where I would get stuck).
Any thoughts on that? I've only given it a quick thought so any opinions / ideas would be most welcome!
Andy
About the author
Formed in 2005, EiKON Games is an indie games development project based in the UK working on the tactical first person shooter "Epoch: Incursion". See the Join Us or Contact Us pages at http://www.eikon-games.com/
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