Seperate intensity for Glowmaps?

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.

1 Like

Did you try to use 2 filters?

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

    #if defined(NEED_TEXCOORD1) 
       gl_FragColor = texture2D(m_GlowMap, texCoord1)*color;
    #else 
       gl_FragColor = texture2D(m_GlowMap, texCoord)*color;
    #endif
#else
    #ifdef HAS_GLOWCOLOR
        gl_FragColor =  m_GlowColor;
    #else
        gl_FragColor = vec4(0.0);
    #endif
#endif

}
[/java]

This way, you could for example have spaceship glow highlights changing color without manipulating glow texture (which would be just grayscale).

2 Likes

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
    #if defined(NEED_TEXCOORD1) 
       gl_FragColor = texture2D(m_GlowMap, texCoord1)*color;
    #else 
       gl_FragColor = texture2D(m_GlowMap, texCoord)*color;
    #endif
#else
    #ifdef HAS_GLOWCOLOR
        gl_FragColor =  m_GlowColor;
    #else
        gl_FragColor = vec4(0.0);
    #endif
#endif

}
[/java]

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. :slight_smile: