Postprocessing
Postprocessing
It was mentioned in June 22 blog post, and I'd like to share more details her.
New rendering pipeline is well under way in #12465, and important change is that it offers initial support for deferred shading and lighting and simple post processing effects in the shaders.
I've drafted a couple of shaders to try out capabilities:
New rendering pipeline is well under way in #12465, and important change is that it offers initial support for deferred shading and lighting and simple post processing effects in the shaders.
I've drafted a couple of shaders to try out capabilities:
- MisterE
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Re: Postprocessing
just want to say, TYSM
- MisterE
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Re: Postprocessing
I tried to compile it. Starting at commit 51e5c4c934fdf0ab6e84ce2371e5601795620672, I get the following error:
The cause is that I did not have tone mapping enabled. I checked that box, and now it works
The cause is that I did not have tone mapping enabled. I checked that box, and now it works
- Andrey01
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Re: Postprocessing
Great. Just amazing. How I understand now lots of various graphic effects (reflections, refraction, bloom, depth of field, realistic/colorful lighting and etc) can be easily implemented due to the embedded post-processing framework? That is, is it just necessary to write shaders, then bind them with the Irrlicht API and that's all?
- Linuxdirk
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Re: Postprocessing
Does that me we can have custom user-based shaders in future?
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Re: Postprocessing
This is great. Could it be used to apply VFX on certain gameplay events?
Re: Postprocessing
Adding new effects by changing the engine is now possible and relatively easy (was not possible at all previously).Andrey01 wrote: ↑Mon Jul 18, 2022 06:36Great. Just amazing. How I understand now lots of various graphic effects (reflections, refraction, bloom, depth of field, realistic/colorful lighting and etc) can be easily implemented due to the embedded post-processing framework? That is, is it just necessary to write shaders, then bind them with the Irrlicht API and that's all?
Scriptable pipeline (e.g. composing effects with Lua) is also possible, but in the future.
Re: Postprocessing
All shaders are exposed to the players, so it's kind of possible today, just prohibitively inefficient.
The pipeline makes shaders and custom shaders practical.
Re: Postprocessing
I've been ask a few times, I've put godrays on volumetric_light branch.
- MisterE
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Re: Postprocessing
Currently, rays seem to occur even when the light is obscured by a cloud
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Re: Postprocessing
in real life clouds do not block all the light anyway so just reduce brigthness when under a cloud and mark this a feature ?
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
Re: Postprocessing
This new rendering pipeline is really a game changer. Very impressive!
Re: Postprocessing
I am most excited for this. Until recently, I have been busy playing AMC Squad, Zelda Classic, and The Sims 4 and its DLCs (good thing there are sales for them.) People often believe that being commercial guarantees quality, but recent buggy updates to The Sims 4 (especially the High School Stories one) prove otherwise. Good luck with this, as it might bring colored lights into Minetest at last.
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