#DROP SHADOW square; DROP SHADOW circle;
1 messages · Page 1 of 1 (latest)
Blurring is going to be a really tough one
It's also not exactly within the scope of Svetov's project, assuming I understand the project correctly
Yes and no
The blur effect is a shader applied to a material, and Svetov's drawing functions can draw shapes with materials applied to them
(It might also be a stencil-based approach, I'm not sure on the specifics)
Whatever the case here, the blur effect itself can't be modified to be made more efficient because it's not in lua
What we can do, though, is be smart about where and how we apply the shader
well, I just really can't do a good blur with pp/blurscreen or any other way
Here's simple test of bluring, one pass of blur with pp/blurscreen. Looks bad because it's only 1 pass, not 3-4 as usually people do
atm
I thought he was about using bluring inside only of some figures
Yeah, you can do it with meshes)
i'm trying to apply the first effect, the second is just pp/blurscreen with a lot of passes, which results in uneven bluring
And darkening
The best way you can make it is to make a blured screen texture, and use UV conversions to make it good by performance means
Svetov, are you using the full size frame RT for that blurring?
For the screenshots i used - yeah.
That's good for performance means, that's why i used it
I think you could probably get some low-cost blurring by downsampling the full frame RT and then blurring that
You'll want to wait until i finish my paint library, it will do everything
yeah or that, I don't mind that either 😄
Looks like mostly what I was thinking
I think the quality of the final result might be higher if the low resolution RT was re-drawn at a slightly higher (15%?) resolution before being blurred
The non-point texture magnification they use is a pretty decent blur on its own
With PushFilterMag filters?