I have the feeling I’m missing something (or nobody every thought about this)
If I use the bllom in scene and objects is there a way to seperatly set the intensity for objects? Eg I want alight bloom on the scene itself, but the glowing objects should be really bright.
Any way to archive this, or do I need to manipulate the filter myself?
Won’t playing with GlowColor do the trick? Just scaling bloom intensity up and all glow colors down - so you have a lot of space for cranking bright glowing objects up.
Hm i have not used GlowColor so far, I use GlowMaps, so I would need to scale the texture brightness probably. While quite possible it’s a bit uninteractive, or did I misunderstood?
I would probably like to see GlowColor being a multiplier for GlowMap in default shader. Something like
[java]
void main(){ #ifdef HAS_GLOWMAP #ifdef HAS_GLOWCOLOR
vec4 color = m_GlowColor; #else
vec4 color = vec4(1.0); #endif
ok, could be useful indeed.
Also, I thought about using the glow color alpha channel to modulate intensity. This channel is not used and it could be nice. 8 bits precision could be enough for glow intensity.
<cite>@abies said:</cite>
I would probably like to see GlowColor being a multiplier for GlowMap in default shader. Something like
[java]
void main(){
#ifdef HAS_GLOWMAP
#ifdef HAS_GLOWCOLOR
vec4 color = m_GlowColor;
#else
vec4 color = vec4(1.0);
#endif
This way, you could for example have spaceship glow highlights changing color without manipulating glow texture (which would be just grayscale).
Hm good idea, that would indeed make some stuff a bit easier, like making flickering neon signs ect. And if I see it right, currently the glowcolor is unused if a glowmap is specified, so it should not break anything.