Bloom/HDR
by Adam Beer · in Torque 3D Professional · 05/01/2009 (5:47 pm) · 5 replies
What's the status with bloom and HDR? I noticed they were in the South Pacific demo, just wondering if they are hidden somewhere in T3D right now.
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2
I can tell you though that the new HDR effect is quite a bit better (IMHO) than the old Synapse gaming version, since it has proper tone mapping (adaption) and glow (it does it closer to a real HDR implementation, rather than trying to fake it by downscaling the range of luminance in the scene, then blooming the bright parts, though it does use some tricks to avoid the need for rendering the whole scene to a floating point buffer).
05/01/2009 (6:03 pm)
The current HDR PostEffect in the beta isn't really finished. I wouldn't recommend bothering with it at the moment, it's not going to give you proper results until I can finish up what I'm doing with it now and get the rest of the changes I have to the effect moved over (will be in beta 2 though).I can tell you though that the new HDR effect is quite a bit better (IMHO) than the old Synapse gaming version, since it has proper tone mapping (adaption) and glow (it does it closer to a real HDR implementation, rather than trying to fake it by downscaling the range of luminance in the scene, then blooming the bright parts, though it does use some tricks to avoid the need for rendering the whole scene to a floating point buffer).
#3
I hated how the TLK method would bloom based on how "white" the pixel was instead of trying to even attempt to use things like lighting and specular information. It also stupidly was setup to apply after the glow buffer was applied, whih effectively doubled the glow amount. Tweaking it was also an exercise in patience to say the least. Plus like Tom says it has no tone mapping to under/over expose the scene, so you then had to hack that in on top of everything.
I am definately looking forward to seeing your HDR/Bloom results in action Tom, keep us appraised :)
05/03/2009 (2:42 pm)
There are numerous issues with the Synapse HDR and Bloom thats for certain, it was a frigging pain to get it to work even remotely right in TGEA (we use it in Lore Aftermath).I hated how the TLK method would bloom based on how "white" the pixel was instead of trying to even attempt to use things like lighting and specular information. It also stupidly was setup to apply after the glow buffer was applied, whih effectively doubled the glow amount. Tweaking it was also an exercise in patience to say the least. Plus like Tom says it has no tone mapping to under/over expose the scene, so you then had to hack that in on top of everything.
I am definately looking forward to seeing your HDR/Bloom results in action Tom, keep us appraised :)
#4
05/24/2009 (11:34 am)
what use HDR & DRL in my Torque 3d beta2...has soming click to modulate?
#5
05/24/2009 (11:57 am)
Edit: Nevermind, I think I misunderstood.
Torque 3D Owner Bo Bjering
Alot of shaders seems to be hanging around there with bloom name :P
/FPS Genre Kit/game/core/scripts/client/postFx/hdr.cs
How to use or activate them, i dont know, probably disabled for a good reason though :)