#DROP SHADOW square; DROP SHADOW circle;

1 messages · Page 1 of 1 (latest)

earnest falcon
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Blurring is going to be a really tough one

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It's also not exactly within the scope of Svetov's project, assuming I understand the project correctly

dusty brook
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he sent this, so maybe it's done already

earnest falcon
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Yes and no

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The blur effect is a shader applied to a material, and Svetov's drawing functions can draw shapes with materials applied to them

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(It might also be a stencil-based approach, I'm not sure on the specifics)

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Whatever the case here, the blur effect itself can't be modified to be made more efficient because it's not in lua

earnest falcon
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What we can do, though, is be smart about where and how we apply the shader

dusty brook
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well, I just really can't do a good blur with pp/blurscreen or any other way

delicate moat
dusty brook
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atm

delicate moat
dusty brook
delicate moat
dusty brook
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i'm trying to apply the first effect, the second is just pp/blurscreen with a lot of passes, which results in uneven bluring

earnest falcon
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And darkening

delicate moat
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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

earnest falcon
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Svetov, are you using the full size frame RT for that blurring?

delicate moat
earnest falcon
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I think you could probably get some low-cost blurring by downsampling the full frame RT and then blurring that

dusty brook
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I have no idea about meshing/UV conversions 😦

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we need tutorials cough cough

delicate moat
dusty brook
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yeah or that, I don't mind that either 😄

earnest falcon
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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

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The non-point texture magnification they use is a pretty decent blur on its own

earnest falcon
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Yeah

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I noticed that if I had a 1000x1000 RT that I put some content on, then re-drew it at 1024x1024, the results looked kind-of like they had anti-aliasing