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 Post subject: Re: Glow/Outline effect
PostPosted: Mon Nov 23, 2009 5:23 pm 
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The falloff shader written by masterxilo works fine and you find the shader code snippets, and instructions how to implement it in his post also.



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 Post subject: Re: Glow/Outline effect
PostPosted: Mon Nov 23, 2009 9:03 pm 

Joined: Fri Feb 20, 2009 11:41 pm
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Location: France
Leadwerks wrote:
The flipped triangle copy of the model is a good idea. Just make a low-res inverted model that is the same, and load it separately. A custom shader could be used to soften the edges.


I tryed the flipmesh command on the glow model and got a better result. however not perfect.
Attachment:
shotglow2.jpg
shotglow2.jpg [ 72.25 KiB | Viewed 329 times ]

some parts glow inside the model and this make the model less beautifull. I would like the glow effect only to surround the model.

Lumooja wrote:
The falloff shader written by masterxilo works fine and you find the shader code snippets, and instructions how to implement it in his post also.

I did not try the falloff shader yet. I agree it's really a beautifull effect, but if i understand it well it's not what we are trying to do in this topic. The falloff shader is applied to the model, while i would like to have the model intact but surrounded by a glow line. I'll take a look agan on the falloff shader, but sofar it's what i understood.



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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 2:16 am 
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Joined: Fri Jul 11, 2008 8:33 am
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I think you need to move each vertex along its own normal a small amount. The sway shader code in mesh.vert uses this idea to make plants move.



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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 7:11 am 

Joined: Fri Feb 20, 2009 11:41 pm
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Location: France
Leadwerks wrote:
I think you need to move each vertex along its own normal a small amount. The sway shader code in mesh.vert uses this idea to make plants move.


Thank you. interresting idea. i'll have a look and try.

Here's a closeup if how the effect is rendered in helldorado. i wonder how they achieve the visible outline. invisible character when behind an object ? it's not just drawn on top because the "indian" outline does not override the "mexican" character. A Mistery for me, but very common in games.
Attachment:
shotglow3.jpg
shotglow3.jpg [ 59.47 KiB | Viewed 311 times ]


I google searched for "outline" and woaw got many hits, they are trying to do this in many engines with more or less success. I'll have to look at what they do, maybe i'll learn something.

PS: buyed my 2.3 upgrade today :wink:



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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 7:43 am 
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Location: Evansville, Indiana
ehhh... I am getting there... I just haven't figured out how to get it to apply to only the object that I select... my programming skills are not very good. And I am just using a modified shader and not doing the whole inverted mesh thingy...


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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 7:53 am 

Joined: Fri Feb 20, 2009 11:41 pm
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Location: France
macklebee wrote:
ehhh... I am getting there... I just haven't figured out how to get it to apply to only the object that I select... my programming skills are not very good. And I am just using a modified shader and not doing the whole inverted mesh thingy...


Hey ! :D That's a good result! a very good result ! The outline really looks like the one in my screenshot above !

BRAVO ! you're the first one to achieve this sofar in this thread. :D



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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 7:55 am 
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yeah i forwarded this to the new forum... since this one is going to be archived... but i need help... trying to figure out how to apply the shader only to a specified model and not to the whole environment...



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 Post subject: Re: Glow/Outline effect
PostPosted: Tue Nov 24, 2009 8:22 am 

Joined: Fri Feb 20, 2009 11:41 pm
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Location: France
macklebee wrote:
yeah i forwarded this to the new forum... since this one is going to be archived... but i need help... trying to figure out how to apply the shader only to a specified model and not to the whole environment...


I'll come to the new forum. But i have to go to work now i'm late.
I'll try your shader this evening ...But i never wrote a shader, so someone else more experienced like masterxilo will probably be needed.



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