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PostPosted: 15 Nov 2014, 16:40 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 496
Location: Taiwan
This post contains two variations of sunsprite.fx I've been working on.
One is dedicate to mimic some dynamics with eyes, the second one is camera/lens based.

EYE:
The idea is to fake this ref vid provided by Veeblix on Nexus.

features
*No lens flares, only a single sun glare
*Use Moire effect to create some cool illusion
*blinking effect
*vibrant spikes

video demo:
Image
Requirements:
enbsunsprite with RGB sunglare texture.
Attachment:
File comment: update: Feb 1, 2015
enbsunsprite.fx [14.05 KiB]
Downloaded 475 times

And here is the nexus link to Veeblix's sunsprite texture
http://www.nexusmods.com/skyrim/mods/61405/?

CeaRes also create a resource for this shader
http://www.nexusmods.com/skyrim/mods/61771/?

camera
Most of the concept is based on SIGGRAPH 2011 paper "Physically-Based Real-Time Lens Flare Rendering" by Matthias B. Hullin, Elmar Eisemann, Hans-Peter Seidel, and Sungkil Lee

Well, except the fft part and "ray tracing in the vertex shader", but I did my best to fake them.
Anyway, It can still produce all kinds of distorted flares seen in cameras.

features
*aperture generation with diffraction
*sunglare with diffraction
*flare with lens distortion
*layered chromatic aberration

Requirements:
enbsunsprite with R sunglare texture. Alpha channel as lens dirt texture.
Attachment:
File comment: update: Jan 20, 2015
enbsunsprite.rar [226.99 KiB]
Downloaded 477 times

video demo:
Image
Image

update log:
============================
Feb 1, 2015:
add spikes to ver.EYE, add demo vid
Jan 20, 2015:
upload EYE & Camera enbsunsprite.fx

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Last edited by kingeric1992 on 01 Feb 2015, 01:35, edited 12 times in total.

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Tomoko
PostPosted: 19 Nov 2014, 00:14 
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*sensei*

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This is just a basic set of sunsprite shaders. have fun.

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PostPosted: 20 Jan 2015, 07:16 
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*sensei*

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Jan 20, 2015 update:
upload EYE & Camera enbsunsprite.fx

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PostPosted: 20 Jan 2015, 22:21 
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*sensei*
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Joined: 09 Dec 2012, 00:29
Posts: 466
Thanks a lot. Wonderful work :)
I made a little video and posted it in the Skyrim gallery thread.

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PostPosted: 21 Jan 2015, 08:53 
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*blah-blah-blah maniac*
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I recommend apply antialiasing via 2,3,4 extra texture reads based on per pixel offset on that rays texture.

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PostPosted: 21 Jan 2015, 17:18 
Great job, same as i was saying at the nexus, i was seeing your improvements, and the droplet-effects in the other weather-effects thread, and all of this work is worth to get used together, now my questions are a) could those effects be used together, and b) how about to combine them all in a meaning which makes sense? - like:

eye + weatherfx-droplet (modified) for firstperson sight, and
the camera/lens based effect + droplet / weatherfx modified for glas for thirdperson sight?

from the context it makes sense to build a mod like that, but i'm not a coder/scripter at all, and there are a lot real great professional modders around on this globe - maybe we could find some which are brave enough to follow this idea? its just an idea, and its never a fault to ask - so see my words as an inspiration, and again your work is a giant leap forward to a more immersive / natural gameplay.

LG Ceares.


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PostPosted: 21 Jan 2015, 18:52 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 496
Location: Taiwan
@boris
You mean like blur it a little bit? why not just blur the texture in photoshop :?:

@CeaRes
There is no conflicts between sun glare(enbsunsprite.fx) and weather effect(enblens.fx), so you can just use the files and it's good to go.

Well, what you suggest is mostly UI stuff which currently I'm not really into it.
Also there isn't a 3rd person flag for .fx, so you still need to switch modes manually, which isn't ideal for smooth gameplay.

Still, I appreciate the input.

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PostPosted: 22 Jan 2015, 22:24 
for the method how to switch ingame between 3rd and 1st person view i have a good example which i'm using ingame -> Jaxonz Archery Focus maybe a first chance to step in
LG Ceares.


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PostPosted: 24 Jan 2015, 11:20 
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Joined: 29 Jul 2014, 14:33
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Looks very neat. Those "needle"-scattering-fx' use to be implemented in a lot of games for a few years now and in most cases it still looks unnatural. Here it is well-made, will test it today.
As for the antialiasing, I assume Boris thought about some resampling-algorithm when resampling the flares' texture.


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PostPosted: 01 Feb 2015, 01:36 
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*sensei*

Joined: 05 Apr 2014, 10:29
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Feb 1, 2015 update:
add spikes to ver.EYE, add demo vid
https://www.youtube.com/watch?v=KxFX5i87VZw

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