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

Reply via email to