What I did in project valkyrie, was render all models that glow in a secondary pass (which rendered all the glowy bits), and then call a modified version of the HDR pass on that rendertarget, and then overlayed it all ontop in post process. I had some other minor things like using pixelvisibility and whatnot to determine if a model should render, it's not perfect, and at some angles big things will glow 'through' walls (ie: if you're looking through a doorway and someone is partially exposed, I didn't do any blocking with world geometry, only other players and the view model will block, so I used the pixelvisibility as a quick test, from the first normal render pass. There are probably some much better ways to do it, but that's how I did it anyway. -Tony
On Thu, Sep 4, 2008 at 3:46 PM, Maarten De Meyer <[EMAIL PROTECTED]>wrote: > Hi list! (tm) > > I'm wondering about something. HDR causes light areas to glow, with bloomy > edges and all. I'm looking for a way to have the same effect applied to > one of my dynamic models ( a specific model ). I've already implemented my > own post-process glow using custom blurs that does the trick, but I > wondered if there isn't a way to somehow use the HDR for this to economise > the extra blur ( there should already be a blurring pass in the HDR if I'm > not mistaken ), to make it seem as though a dynamic model emits light with > glow and everything ( mind you, I'm not talking about a dynamic light that > lights up the environment, just a glow from a player's viewpoint ). > > Ugh. Sorry for my ( lack of decent ) punctuation. So basically, can I use > a heavy HDR bloom on one specific, dynamic model using the built-in hdr > techniques? > > -- Maarten > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

