Game Development Community

GlowBuffer and Blur shader rocks!

by Westy · in Torque Game Engine Advanced · 12/01/2004 (2:26 pm) · 16 replies

Some interesting discoveries when playing about with the glowBuffer :p

Adjusted Offsets and lowered resolution.

Then i discovered $translucentGlow :)

Non Translucent Glow.

Increased the resolution, and adjusted the offsets..

Non Translucent Glow Tweak.

Added glow to every material on model.

Non Translucent Glow All.

Adjusted it to be slightly less blurry.

Non Translucent Glow All.

Then tried stuff out :)

Space Orc with the evil 'force'.

#1
12/01/2004 (2:55 pm)
My god, what are you doing to my poor glow buffer?! ;) Kinda cool experiments there Westy. You could probably get some interesting results if you combined a color or texture with the glow as well.
#2
12/01/2004 (3:00 pm)
Toon outlining done with glow buffer !! ;)
Hmm, must find time to tinker with TSE, urge to do hw accelerated eye candy...
#3
12/01/2004 (6:10 pm)
Well my intention was to learn how it all works to use the same framework to achive ful scene Depth Of Field, and now i believe I understand it all :)
#4
12/02/2004 (1:49 am)
Heh, i was workin on it this morning, the depth of field. Pulled it off in a few min, looks cool :D but still, would be nice to maybe get a real method of this with a shader or somethin, not using a glow methoed.. ;)
img25.exs.cx/img25/7769/depth.jpg //how it looks ;)
#5
12/02/2004 (3:00 am)
Cool stuff :)
#6
12/02/2004 (4:50 am)
Hey, thats pretty cool. Nice one, Westy.
#7
01/11/2005 (12:12 pm)
So how would i go about making the glows bigger? Using a lower res glow buffer almost gets the effect i'm looking for, but it becomes very noisy/flickery when you move. I suppose it's changing the pixel offsets in the blur() function, but i'm not understanding what that is accomplishing.
#8
01/11/2005 (5:26 pm)
The way to do it with less flickering is to run the blur filter through more iterations. Ie. call GlowBuffer::blur() a few times. This will max out your glow color to full white, so beware of that. If you make the original colors more dark, you can preserve them better. Floating point render targets would also mitigate the problem.
#9
09/24/2005 (8:13 am)
I can't open any links :(

Are broken.
#10
10/22/2005 (4:19 pm)
Yep broken links. People should keep those available for atleast a year. Oh well
#11
10/23/2005 (2:06 am)
Yes, sorry. I lost the web host that these were on. I would move them to a free image hosting site, but the images are lost... Sorry. Ill see if I can find a few samples of this stuff for you.
#12
10/23/2005 (2:17 am)
Unfortunatly I have completely lost the stuff shown above. But I found some other examples using the glow buffer.

img355.imageshack.us/img355/7596/cheekylittlemonkerrbunny7ln.th.jpg

img355.imageshack.us/img355/2471/overbloom4bv.th.jpg

img355.imageshack.us/img355/4291/skymmm9cn.th.jpg

img461.imageshack.us/img461/4576/odhabglow1jn.th.jpg

Sorry for losing the previous images.
#13
10/23/2005 (7:08 am)
Is that last one in torque?

Kinda reminds me of Brothers In Arms.
#14
10/23/2005 (9:36 am)
Nope its in TSE.
#15
02/25/2008 (6:02 am)
I know it's an old thread... But can you X-plain :P how you did this? I'm trying to get the Laser Resource Updated with the glowBuffer.
#16
03/19/2010 (8:39 am)
All the links are broken...