SpiderPig Posted February 20, 2012 Share Posted February 20, 2012 How would one get Motion Blur working? Is it a shader that works on the whole screen? Or can it be applied to a single object / Material? Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted February 21, 2012 Share Posted February 21, 2012 Watch / Read the post processing effects video on the wiki http://www.leadwerks.com/wiki/index.php?title=Main_Page Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
SpiderPig Posted February 21, 2012 Author Share Posted February 21, 2012 I've had a look through the tutorial, thanks. What I'd like to do is have the blur effect only on a single object in the world; like the propeller on a plane or the rotor of a helicopter. What would you suggest? Would the best way be too load all my "Motion Blur" objects into a separate world and render this world to the BackBuffer after processing the blur effect? Any help is greatly appreciated. Quote Link to comment Share on other sites More sharing options...
DaDonik Posted February 21, 2012 Share Posted February 21, 2012 Would the best way be too load all my "Motion Blur" objects into a separate world and render this world to the BackBuffer after processing the blur effect? Thats the way i do stuff like this and it's the only way i can think of. Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
SpiderPig Posted February 21, 2012 Author Share Posted February 21, 2012 Thats the way i do stuff like this and it's the only way i can think of. Looks like I'll be giving this a try then. Does Leadwerks 3D have a better way of doing this? I saw somewhere in the past that Josh was working on motion blur - unless I was imaging things Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted February 21, 2012 Share Posted February 21, 2012 ..ill do it by just combination between animated blurred propeller in motion texture and actual propeller mesh..at some point where speec increase, slowly fade in plane with animated proppeler spinning texture, what is properly blurred and animated (you can even have effect of propeller spinning slowly back due high speed revving), and hide mesh propeller..and thats easy as it is..no need for separate worlds or anything and results are outstanding.. Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted February 21, 2012 Share Posted February 21, 2012 ..ill do it by just combination between animated blurred propeller in motion texture and actual propeller mesh..at some point where speec increase, slowly fade in plane with animated proppeler spinning texture, what is properly blurred and animated (you can even have effect of propeller spinning slowly back due high speed revving), and hide mesh propeller..and thats easy as it is..no need for separate worlds or anything and results are outstanding.. I agree with this. It seems to be the way its most commonly done... Also it will reduce the performance hit that the motion blur post processing will cause with the other method Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
ParaToxic Posted February 21, 2012 Share Posted February 21, 2012 Do you use C++?When yes create and other world ,render first the other world(s) and set than the motionblur shader/whatever and render the world with your helicopter rotor.But don't forgett to set the shader after rendering your "motionblur world" to NULL. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 21, 2012 Author Share Posted February 21, 2012 Do you use C++?When yes create and other world ,render first the other world(s) and set than the motionblur shader/whatever and render the world with your helicopter rotor.But don't forget to set the shader after rendering your "motionblur world" to NULL. I use C++. Thanks for the input. I agree with this. It seems to be the way its most commonly done... Also it will reduce the performance hit that the motion blur post processing will cause with the other method This seems the more likely approach. Rather than wasting processing time on other worlds, buffers and effects. @Naughty Allen; Don't suppose you could give us a little preview of how good it looks? Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted February 22, 2012 Share Posted February 22, 2012 @Naughty Allen; Don't suppose you could give us a little preview of how good it looks? sure, here it is..keep in mind that planes used for animated texture are 'bent' a bit from side in order to give depth of propeller, but this is nothing but good old animated texture Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 22, 2012 Author Share Posted February 22, 2012 Looks awesome, thanks for that. I'll give it a try Quote Link to comment Share on other sites More sharing options...
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