God rays
by Chelaru Catalin Ionut · in Torque 3D Beginner · 11/19/2014 (6:06 am) · 25 replies
Hello,
The effect from T3D is not that good.
Can someone take a look at this implementation and see if it can be incorporated in to the engine?
http://www.naixela.com/alex/downloads/lightbeamdirect.zip
The effect from T3D is not that good.
Can someone take a look at this implementation and see if it can be incorporated in to the engine?
http://www.naixela.com/alex/downloads/lightbeamdirect.zip
About the author
#2
11/19/2014 (6:26 am)
I know it is. But is not that good. This demo is better.
#3
I found a paid alternative here under Magic Rays, not sure if this is better on actual game. Can someone confirm on this?
www.liman3d.com/shaderpackvol2_overview.html
11/19/2014 (6:49 am)
I have to agree with this guy right here, Richard. The stock god rays shader is somehow outdated. It's nice to already have it on vanilla installation but I think it needs some improvement or upgrade.I found a paid alternative here under Magic Rays, not sure if this is better on actual game. Can someone confirm on this?
www.liman3d.com/shaderpackvol2_overview.html
#4
Ron
11/19/2014 (4:38 pm)
I have an idea, crack open an HLSL book, figure out WHY the stock shader is the way it is, fix it to what you want and post the solution here instead of waiting on someone else to fix your issue. You know, Game Development. Little harsh, I know. In the end, you have the source, you have the assets with a bit of 'leg work' I am betting you can figure it out. Start with PostFx, and HLSL shaders. I know that's what I had to do. Oh yeah, and lastly, the solution that is pointed out is 'better' for you. I am NOT building your game, you are.Ron
#5
I am NOT building a game. I just started using T3D. The God Rays shader is from NVidia website. For some reason is has some artefacts in T3D and not in the demos from NVidia website. The rays have some dark spots on them. I don't have experience creating shaders. I tried making some modification, but with no success. One of you experts should find the solution much faster then me.
11/20/2014 (4:38 am)
Dear Ron,I am NOT building a game. I just started using T3D. The God Rays shader is from NVidia website. For some reason is has some artefacts in T3D and not in the demos from NVidia website. The rays have some dark spots on them. I don't have experience creating shaders. I tried making some modification, but with no success. One of you experts should find the solution much faster then me.
#6
11/20/2014 (1:05 pm)
But if an "expert" finds the solution then you are deprived of the experience....
#7
11/20/2014 (1:36 pm)
As you wish
#8
If you are looking for an immediate solution, I think the people at liman3d figured it out. It's a paid feature but if it's worth and a better alternative I don't see why not to go for it.
11/20/2014 (4:00 pm)
@ChelaruIf you are looking for an immediate solution, I think the people at liman3d figured it out. It's a paid feature but if it's worth and a better alternative I don't see why not to go for it.
#9
I know my answer was a bit harsh and I apologize for that. My point is, you are learning the engine, that includes the shaders, the postFx, the material editor, modeling, animating, scripting (this list can go on and on). A game engine is a collection of a bunch of smaller systems that work together. So, I still stand by my first answer. There is a HUGE difference between learning the engine and just copying what other people are doing.
Ron
11/21/2014 (12:32 pm)
Chelaru, I know my answer was a bit harsh and I apologize for that. My point is, you are learning the engine, that includes the shaders, the postFx, the material editor, modeling, animating, scripting (this list can go on and on). A game engine is a collection of a bunch of smaller systems that work together. So, I still stand by my first answer. There is a HUGE difference between learning the engine and just copying what other people are doing.
Ron
#10
11/21/2014 (12:44 pm)
Actually, shaders are not supposed to be engine specific. Theoretically, if the engine supports shaders correctly you can use them in other engines too. So learning shader programming is useful no matter what engine you're using. It's on my list, but work keeps getting in the way.
#11
Good point though
Ron
11/21/2014 (4:48 pm)
No, Shaders are not 'engine specific' however, they are still a MAJOR part of modern game development. (Though, each engine has it's own little 'eccentricities' when it comes to Shader handling. Just look at T3d, vs Unreal, vs CryTek.... each handle them in a different way.) Much of this is a serious difference between differed lighting, deferred shading, etc etc. In other words, is all bout the renderer :-)Good point though
Ron
#12
I have followed a couple examples to implement shaders in my projects: Sun Glare/Screen Dirt shader by Felix and I added an existing shader to my 'rain' precipitation datablocks. This was all easy enough I suppose, yet I would really appreciate any guidance that could lead me down a path of learning around implementing my own shaders. I am prepared(as usual) to take a long road of much study - I was wondering if anyone could point me to a resource/documentation that introduces the reader to the basics of implementing a custom shader. Anything that may help explain what's required and how it all works with the engine to render the desired shader effect :)
11/26/2014 (11:01 am)
Hi guys, joined in late here but I did have a question regarding shaders. More recently I've ventured into that infinite abyss that is the source. I've begun to create my own classes,functions, and things like that. It's all very rewarding, although I am still not very well versed with implementing shaders. I have followed a couple examples to implement shaders in my projects: Sun Glare/Screen Dirt shader by Felix and I added an existing shader to my 'rain' precipitation datablocks. This was all easy enough I suppose, yet I would really appreciate any guidance that could lead me down a path of learning around implementing my own shaders. I am prepared(as usual) to take a long road of much study - I was wondering if anyone could point me to a resource/documentation that introduces the reader to the basics of implementing a custom shader. Anything that may help explain what's required and how it all works with the engine to render the desired shader effect :)
#13
11/27/2014 (11:53 am)
The result : http://imgur.com/Tx1N5rA
#15
11/27/2014 (2:24 pm)
Whoah, that's pretty extreme. Looks kind of nice though!
#16
Is the first iteration. I will try to make the rays smaller. The first step was to make the rays have better resolution.
11/27/2014 (2:28 pm)
Yes is the stock god rays shader.Is the first iteration. I will try to make the rays smaller. The first step was to make the rays have better resolution.
#17
11/27/2014 (3:02 pm)
thats really great. btw can you post your changes so others can pickup? thanks
#18
11/27/2014 (10:03 pm)
i will try to add it in the next release.
#19
11/28/2014 (2:46 am)
thanx man. looking forward to it
#20
11/28/2014 (3:40 am)
Now to learn how to add files to github.
Torque Owner Richard Ranft
Roostertail Games