RBM Blur Option
- Elimina
- Topic Author
Its a pretty simple concept, and it doesn't need too much explanation. Could a blur option be added to the rewritten RBM code to allow the user to choose between having softer reflections rather than being stuck with the current sharp look which looks strange on rough materials. I know rough materials give the reflections a more rough look via the bump map, but the reflections still do look unrealistically sharp.
I know that other people would definitely use RBM in presets if a depth fade was added, a blur option was added, and if a darkness threshold was added (a threshold to reduce the amount of reflections but keeping brighter sources). The color mask I suggested is a bit far fetched, but it could definitely help on games that have green grass, which looks weird with reflections.
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- Elimina
- Topic Author
I know there is a Fresnel effect that lowers reflections on high angles, but would it be possible to add a low angle option as well to get rid of the black outlines?
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- Marty McFly
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- Elimina
- Topic Author
Marty McFly wrote: It's depth buffer related. About the reflections, do you want a less rough relief or the reflections itself? Because the latter is really easy to do.
I don't mind the rough relief, I just want the reflections itself to have an option to be more blurred since in most cases it is too sharp on objects such as concrete, bricks, stone, etc.
(I know this isn't reflective bump mapping but you get the idea)
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- Marty McFly
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- Marty McFly
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- DeMondo
Elimina wrote:
Marty McFly wrote: It's depth buffer related. About the reflections, do you want a less rough relief or the reflections itself? Because the latter is really easy to do.
I don't mind the rough relief, I just want the reflections itself to have an option to be more blurred since in most cases it is too sharp on objects such as concrete, bricks, stone, etc.
(I know this isn't reflective bump mapping but you get the idea)
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I like where this is heading.
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- DeMondo
Marty McFly wrote: I just researched the black outline issue: it's because the algorithm compares the reflection sample with original depth and if a close object reflects onto a far object (which shouldn't happen as it looks weird - remember RBM is everything but physically correct reflection!) it gets discarded. But if I just replace it by the original color instead, black outlines are gone.
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THAT would be very handy, because I got loads of black lines with RBM enabled and DOF disabled (DOF covers up the many black lines from RBM in the distance at a certain angle but not all).
I would love to see a RMB v2.
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- Elimina
- Topic Author
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