Chelaru Posted July 1, 2015 Posted July 1, 2015 Hello would you be interested to use this shaders in Torque?Sample images.The effects are exaggerated to show the differences.Normalhttp://s4.postimg.org/hfp4ic4gt/normal.jpgSaturatehttp://s21.postimg.org/a9n1yforr/full_saturate.jpgDesaturatehttp://s14.postimg.org/8cdgr1roh/full_desaturate.jpgRed desaturatehttp://s4.postimg.org/iag9i41p9/red_desaturate.jpgRed saturatedhttp://s4.postimg.org/c88mrmd99/red_saturate.jpgGreen desaturatehttp://s3.postimg.org/4z7wvw937/green_desaturate.jpgGreen saturatedhttp://s3.postimg.org/m10qxznyb/green_saturate.jpgBlue desaturatehttp://s21.postimg.org/6dni7o7xj/blue_desaturate.jpgBlue saturatedhttp://s21.postimg.org/5o9rsfdpj/blue_saturate.jpgBrightnesshttp://s13.postimg.org/b8l0fgrfr/brightness.jpgContrasthttp://s13.postimg.org/8opdld3vr/contrast.jpg Quote
Duion Posted July 1, 2015 Posted July 1, 2015 Sure why not.But I think there has been a big pack of shaders released somewhere which also contains all possible shaders, no idea what happened with that. Quote
Nils Posted July 2, 2015 Posted July 2, 2015 You can use the existing Color Correction PostFx for this; no need to have separate shaders imo.Also the PostFx library Duion mentioned is able to do this. Quote
Chelaru Posted July 2, 2015 Author Posted July 2, 2015 Are you talking about this : http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Tutorials/PostFXColorCorrection.html ? Quote
Nils Posted July 2, 2015 Posted July 2, 2015 Are you talking about this : http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Tutorials/PostFXColorCorrection.html ? Yes, that one. Only the downside is that you can't change values in script and you'll need to create the color ramps in advance.For a more advanced PostFx that include a GUI as well can be found here:http://www.garagegames.com/community/resources/view/21224This also includes brightness, saturation and color balance. Quote
Chelaru Posted July 2, 2015 Author Posted July 2, 2015 Hmm, nice. But why is not that integrated in the engine? Quote
Chelaru Posted July 3, 2015 Author Posted July 3, 2015 From what i read, crytek uses those kind of effects, in there games. Why we should not do the same. Quote
Duion Posted July 3, 2015 Posted July 3, 2015 Integrating the whole postfx library into the engine may be a good idea, but you have to redesign the postfx manager then to be capable of holding that many options. Quote
buckmaster Posted July 6, 2015 Posted July 6, 2015 PostEffect manager does need a redesign. If anyone feels like taking it on, feel free! Also see #944. Quote
Chelaru Posted July 7, 2015 Author Posted July 7, 2015 PostEffect manager does need a redesign. If anyone feels like taking it on, feel free! Also see #944. I thing that t3d need's redesign. Quote
marauder2k9 Posted July 7, 2015 Posted July 7, 2015 thats the great thing about torque 3d u want it re-designed, ur givin full source code and are able to do it yourself for free :D Quote
Chelaru Posted July 8, 2015 Author Posted July 8, 2015 This is not a programing problem. Is design problem. We need to find a person that has the knowledge to great great guis. Quote
Nils Posted July 8, 2015 Posted July 8, 2015 The PostFx Library does not store anything, so in fact, it's a programming thing (well, more scripting to be precise)It has already a GUI and uses default T3D profiles for it's GUI objects. Quote
Chelaru Posted July 8, 2015 Author Posted July 8, 2015 I know how to add the scrypt to the Fx manager. Is not hard. But it will look like tabs in a browser. Quote
buckmaster Posted July 8, 2015 Posted July 8, 2015 I agree with @Chelaru, the current UI won't scale very well to having a ton of PFX. It's also just... not very nice. I think being able to pull UIs in from a list (into an 'active' list or something) might be better, rather than having to scroll through the big list and checking an activation box. Quote
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