First stage of water with reflection and refraction in Glow engine. Plus HDR, Antialiasing, Color Corrections and Gamma Corrected (Linear) Rendering.
First stage of water with reflection and refraction in Glow engine. Plus HDR, Antialiasing, Color Corrections and Gamma Corrected (Linear) Rendering.
Playing with combination of atmospheric scattering, light intensity, dynamic sun and time of day.
Atmospheric Scattering was added (restored) today. It’s dynamic and renders beautiful sunsets and dawns. Special values added to Scene properties - Time of the Day (0..24, in hours), Length of the day ( in hours ).
fuuuf .. 4 months without updates. I returned to HDR, finally cracked it. It’s probablynot so very efficient now, and I will return to it later.It uses 64bit float render targets, bloom, all standard.
Current state of editor.. several tasks to finish alpha version..
Color transformations as Post-Process is added into Glow engine.
Currently supported transformations are contrast, brightness, black and white, red, green, blue shifts, saturation will be added later. All transformations work in a same step, so adding, for example contrast to brightness will not slow down it in 2 times.
Transformations added as scene property, and can be accessed from script.
Image:
Adjusted brightness:
Blue and Green shifted, to create Matrix movie look Adjusted brightness:
Black and white:
Antialiasing is finally implemented in Glow engine.
It's implemented by Directionally Localized AA algorithm,implemented in The Force Unleashed 2. It's operates in image space and works as post-process, finding edges by High-Pass filter and blur it with 5x5 (and 16x16 for long edges) kernel.
Looks cool .. my images long time suffered from jaggies .. not now)
Antialiasing is off:
Antialiasing is on: