Glow: How?
by Trent · in Torque X 3D · 12/23/2009 (11:56 pm) · 7 replies
TX3D product page says it supports glow. How do I do this? Is it per material? per object? only full screen (ie. another name for bloom)?
About the author
#2
12/27/2009 (7:42 am)
I'm definitely interested. I'm no graphics expert, and there are probably better ways to achieve similar effects, but hey, my last name isn't Carmack!
#3
John K.
12/27/2009 (9:27 pm)
I wrote a glow shader for Torque X a while ago that will be making its way into the engine. Here it is in action for the jet's afterburner. I'll look around for it and post it. For now, I can say that Torque X definitely can perform glow effects, just no out of the box (yet).
John K.
#4
12/28/2009 (3:43 am)
Oh neato. And to think when I first saw that screeny quite a few months ago I thought it was done with particles!
#5
01/01/2010 (7:25 pm)
Hey any news on the glow shader?
#7
John K.
01/16/2010 (1:33 am)
Sorry folks, I've been heads down with finishing off the next release of Torque X 2D/3D. I'll hunt around for that shader code. I'm planning to incorporate it into a later release once it's been cleaned up and optimized. John K.
Torque 3D Owner Rapid Fire
Rapid Fire Studios
In good news, I've actually built a selective Glow in TorqueX. It's not very effecient and uses MRT, as I needed a second RenderTarget to act as a flag. It required a custom SceneView, multiple custom materials, and adjustments to many of the existing materials. On the bright side, it allows for two more flag spaces for post processing particular pixels, and would only take one or two small modifications to make a Glow Texturing method, if you have a coder who wants to hack into my code.
I've not used TorqueX in months, but I can see if I can package up the Glow parts tomorrow if you are interested.