God Rays shader improvements
by Chelaru Catalin Ionut · 11/28/2014 (5:09 am) · 24 comments
Add controls for the God Rays shader like the number of samples, density, weight and decay.
This allows you to fine-tune the shader as you want.
All the changes will be saved when you press the button 'Save Preset...' and loaded at the start of the level.
The controls can be found in the Light Rays tab from the PostFx Manager window.
This settings allow you to have God Rays like in Crysis.
I intend to check in the cod so all of you can access it in the next build.
I have to write 100 words so bla bla bla bla.
http://imgur.com/r8GLnqc
http://imgur.com/iAQgX62
http://imgur.com/y1bhAam,DmSfVm4 < - 2 images
http://imgur.com/f3EZouK
http://imgur.com/GwhIDSc
This allows you to fine-tune the shader as you want.
All the changes will be saved when you press the button 'Save Preset...' and loaded at the start of the level.
The controls can be found in the Light Rays tab from the PostFx Manager window.
This settings allow you to have God Rays like in Crysis.
I intend to check in the cod so all of you can access it in the next build.
I have to write 100 words so bla bla bla bla.
http://imgur.com/r8GLnqc
http://imgur.com/iAQgX62
http://imgur.com/y1bhAam,DmSfVm4 < - 2 images
http://imgur.com/f3EZouK
http://imgur.com/GwhIDSc
#2
11/28/2014 (5:20 am)
some pictures
#4
11/28/2014 (5:33 am)
Excuse my ignorance, it's been a while since I played with light rays but can you explain in a little more detail what the benefits of this is? The screenshots look like I remember the light scattering used to be.
#5
11/28/2014 (5:38 am)
The resolution of the current implementation is low(ex the number of samples now is 40, now you can change it from 40 to 512). I added some controls to adjust the resolution in engine and other settings. Is more impressing in engine.
#6
11/28/2014 (5:41 am)
Okay, sounds like a great idea.. Nice work!
#7
11/28/2014 (6:07 am)
now you got my vote and this should be added to next release. great job Chelaru!
#8
11/28/2014 (6:12 am)
I want to add it now, but I have a hard time using github from work :D
#9
11/28/2014 (6:47 am)
Yes it does look great..For now you could release as resource and then maybe Daniel or some would take notice and make sure it's added to the next release..Again nice job!!
#10
11/28/2014 (7:26 am)
i could do that but there is a lot of code. And many people don't know how to add it to there project. So to keep things nice and simple no code for now. If the owners of the engine want this thing in the engine, i will give the code to them. If not that is that.
#11
Second - the community is the "owner" of T3D. You, me, everyone. Just check it into your fork and make sure it's public, then if anyone wants to use it they can just look at your repo.
11/28/2014 (7:31 am)
First - awesome work. Knew you could do it!Second - the community is the "owner" of T3D. You, me, everyone. Just check it into your fork and make sure it's public, then if anyone wants to use it they can just look at your repo.
#12
11/28/2014 (7:41 am)
I'm not used to work with github. I use MKS and IMS.
#13
The second slider you should try first.
11/28/2014 (8:33 am)
Have fun : https://github.com/ChelaruCatalin/Torque3DThe second slider you should try first.
#14
Nice work. Glad to see you moving to a new level. We need more people like you!
Ron
11/28/2014 (12:10 pm)
Chelaru!Nice work. Glad to see you moving to a new level. We need more people like you!
Ron
#15
11/28/2014 (12:55 pm)
Awesome work Chelaru! I've made a pull request, let's see if we can get this into 3.7.
#16
11/28/2014 (1:36 pm)
What can i do to see this modifications in 3.7 ?
#17
11/28/2014 (1:56 pm)
I'm pretty sure there's not much more you need to do. Your code looks fine, it's just a matter of the SC testing it and deciding it's a good idea. Which it obviously is, so this should be a quick process :).
#18
11/28/2014 (2:00 pm)
Ok then. I will start working on the next improvement.
#19
11/29/2014 (12:09 am)
Definitely an improvement over the old version. Nice.
#20
Increasing the amount of samples will result in a dramatic drop of framerate. I've tested this a while ago and I discovered that a change in samples from 40 to 100 resulted in a 10 fps drop. It is true that it will increase the quality of the lightrays but it will have a cost!
11/29/2014 (3:35 am)
Quote:The resolution of the current implementation is low(ex the number of samples now is 40, now you can change it from 40 to 512).
Increasing the amount of samples will result in a dramatic drop of framerate. I've tested this a while ago and I discovered that a change in samples from 40 to 100 resulted in a 10 fps drop. It is true that it will increase the quality of the lightrays but it will have a cost!

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