For the second question what you can do is to change the glow technique of the particle material to write depth
So depth of the particles will be rendered during the glow pass.
thx i’ll check that out
as for the alpha test, i noticed that once i use
mat.getAdditionalRenderState().setAlphaTest(true);
mat.getAdditionalRenderState().setAlphaFallOff(0);
on any node (i tried on the particle system)
then the glow artifact rehappens
For the second question what you can do is to change the glow technique of the particle material to write depth
So depth of the particles will be rendered during the glow pass.
i tried may things but the glow always reders on top of the smoke particles with no significant slight effect
Blend Alpha (... Modulate,PreMult ..)
DepthWrite On
DepthTest On
is there a way to debug the glow buffer so i can see that black smoke is drawn in front of the glow color ?
Some input: this issue looks to be happening on anything in the Transparent bucket with blend mode alpha. You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor(“GlowColor”, ColorRGBA.Black);[/java]
If I had to guess, I would say the issue is coming from Common/MatDefs/Light/Glow.frag which defaults back to vec4(0.0) when there is no glow color or texture, which doesn’t write anything to the color buffer… since the transparent bucket is rendered separately, it’s depths have no effect on the rendering of the opaque bucket, and since there is no colour being written to the buffer on the extract glow pass (using the Glow technique) to ‘over write’, these objects/materials are getting ignored in the glow filter. This would explain why setting GlowColour to ColorRGBA.Black ( vec4(0.0,0.0,0.0,1.0) ).
<cite>@thetoucher said:</cite>
+1 for the test case.
Some input: this issue looks to be happening on anything in the Transparent bucket with blend mode alpha. You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor(“GlowColor”, ColorRGBA.Black);[/java]
If I had to guess, I would say the issue is coming from Common/MatDefs/Light/Glow.frag which defaults back to vec4(0.0) when there is no glow color or texture, which doesn’t write anything to the color buffer… since the transparent bucket is rendered separately, it’s depths have no effect on the rendering of the opaque bucket, and since there is no colour being written to the buffer on the extract glow pass (using the Glow technique) to ‘over write’, these objects/materials are getting ignored in the glow filter. This would explain why setting GlowColour to ColorRGBA.Black ( vec4(0.0,0.0,0.0,1.0) ).
wooow awesome
thx
i’ll have a look
(i also need to be carefull as i modify some glow techniqies for my own needs)
<cite>@thetoucher said:</cite> You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor("GlowColor", ColorRGBA.Black);[/java]
the problem is that it seems to render entire (black) squares when the glow technique is processed
wich leads to un-nuanced glow occlusion by the smoke particles polygons
[edit : i ll try to modify the glow technique so it uses the same texture sampler as the one used for the regular rendering technique. should work]
also i was wondering if with this (glow) technique it was possible to have ray of lights appreaing through the smoke
like whe the sun scatters through tree leaves or clouds ?
<cite>@curtisnewton said:</cite>
also i was wondering if with this (glow) technique it was possible to have ray of lights appreaing through the smoke
like whe the sun scatters through tree leaves or clouds ?
<cite>@thetoucher said:</cite>
terrain is simple perlin noise octaves... "zblur effect" is my "physical camera" shader, thanks =)
i know perlin but perlin noise octaves ???
i mean it is really nice, it looks like metabals aglomeration or something
what is the main difference between the jme zblur shader and your camera shader ?
just curious
There isn’t really a main difference, they both work similarly, I’ve just incorporated a bunch of subtle tweaks and added some more control.
it is actually my nth attempt to use the dof filter, but i still have the same issue, the zblur scale parameter is the onlyone that i can change with an effect, the range and dist parameters dont change anything
that’s why i ask
are you from belgium ?
<cite>@curtisnewton said:</cite>
it is actually my nth attempt to use the dof filter, but i still have the same issue, the zblur scale parameter is the onlyone that i can change with an effect, the range and dist parameters dont change anything
I find that odd, this is nothing but the DOF filter with some controls added so I can change the values in real-time.
<cite>@thetoucher said:</cite>
I find that odd, this is nothing but the DOF filter with some controls added so I can change the values in real-time.
… and no, not from Belgium, I’m an Aussie.
yes strange
i tried it in many different apps i made, at different times through the last years and the whole screen is blured without nuance regarding the z buffer
donno…
try adding some real time controls so you can tweak each value while your app is running, it’s too hard to notice subtle differences if you have to fire up your app each time.
i tried it in many different apps i made, at different times through the last years and the whole screen is blured without nuance regarding the z buffer
donno…
thx anyway
thought of belgium cos of the smurf
You’d have to show us how you setup your post processor. The DoF filter works fine for me.