Author Topic: NWShader  (Read 9321 times)

Legacy_Chameleon Skin

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« Reply #30 on: July 31, 2010, 08:50:19 am »


               it was in fact the initial XML that was broken - when I went in and modified it by hand, it worked for me.  Thanks!

               
               

               
            

Baaleos

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« Reply #31 on: July 31, 2010, 11:51:08 pm »


               Would NWShader be capable of doing the following effect?



Scan through to   8:58  onwards.

I made this video, and did the sky effect via post processing the footage in after effects.

If NWShader can do this, could someone suggest what settings to use, I would experiment myself, but the xml error caused by the GUI program is bit annoying to fix for each attempt.
               
               

               
            

Legacy_pkpeachykeen

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« Reply #32 on: August 01, 2010, 07:56:01 pm »


               The packaged XML shouldn't be broken, but there is a known bug with the GUI that can corrupt the config. To fix it by hand, you simply need to make sure ScreenFolder and ScreenFormat have values and aren't empty tags. The config file is basic XML and can be edited in Notepad. I have yet to thoroughly fix the bug, it may be related to some underlaying file management issues. I've worked around it two ways so far and both seem to work, although not always.



As for that effect, yes, that's actually possible right now. It's just bloom, although using HDR could improve the look.



               
               

               
            

Legacy_thirdmouse

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« Reply #33 on: August 04, 2010, 02:02:41 am »


               Just adding that editing Chico's bloom shader to add all the < string texture="last...."; > stuff to name them properly worked fine.
               
               

               
            

Legacy_Chameleon Skin

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« Reply #34 on: August 06, 2010, 05:18:05 am »


               pkpeachykeen, I'd be happy to look at the xml generation code for you - I'm sure your time is better spent on getting the actual shader functionality working than debugging file writes!



On that note, I wanted to chime in that my card is also having the blurred screen effect with the depth of field filter - it's a GeForce 9600M GT  any idea what's causing this, or if there is a workaround yet?
               
               

               
            

Legacy_pkpeachykeen

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« Reply #35 on: August 06, 2010, 09:11:53 pm »


               What faedanz noted about adding annotations to Chico's shader is correct, that's all you need to do to make them work. Just make the texture="whatever" part be the same as the sampler2D name (so, sampler2D lastPass uses texture="lastPass" and so forth).



@Chameleon Skin: Let me make sure the subversion is up-to-date and you can take a look. A relatively recent version of the code is available there, so you can check that out and look for any notable problems. I'll get the latest up soon.



As far as the blurred screen effect, I'm not sure why that happens to some people. Using an old depth of field shader will always fix it. I've verified  that the focus-shift code is valid more than once and tested it in a number of cases. The debug info is always valid and correct, but sometimes it still looks off. Make sure you have focus shift on, a time > 0, have depth calculation on. I'll review it once more, just in case.



In case anyone was wondering at the general lack of updates here, I'm working on pinning down and eradicating the last few bugs. All the features I had originally planned, save cross-platform support, are implemented and functional. There's a handful of known bugs, most minor, that need fixed. I'm involved in a project that will eventually negate NWShader entirely, but until then, I'll be continuing to support NWShader and add features as needed. I was able to check off everything on my wishlist and quite a few things on everyone else's, so I don't see a whole lot more being added in the future.



I did implement partial support for a GUI system, but it's large and awkward, and scripting it is a pain. If I can find a better way to handle it, I'll be releasing an update with that. That's a very experimental feature, though, and may never make mainstream support.
               
               

               
            

Legacy_Chameleon Skin

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« Reply #36 on: August 07, 2010, 07:34:25 am »


               great - I'll take a look at the code in svn next week.



I've looked in the .cgfx file for the values you mention about for the DoF issue, but I couldn't find them - what are the specific variable names I'm looking for?  Or am I looking in the wrong place?
               
               

               
            

Legacy_Chameleon Skin

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« Reply #37 on: August 07, 2010, 07:40:13 am »


               Actually - I started to take a look just to get familiar with it.  I found the class that reads the config and I found the actual logger, but I couldn't find the class that is responsible for XML generation.  Could you point me in the right direction?
               
               

               
            

Legacy_chico400

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« Reply #38 on: August 07, 2010, 05:48:50 pm »


               hi my friend,



just tested the new "Chronepsis" version, when i use the "NWShader GUI.exe" it modify this line:

"<ScreenFolder>.\\screenshots</ScreenFolder>"



to this



"<ScreenFolder>"



making the game crashing,



if i correct manually the "nwshader.xml" file all is ok



my langage is french, so the NWShader GUI.exe add this line too : "    <Language>fr</Language>"



thank for the great job my friend '<img'>



               
               

               
            

Legacy_chico400

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« Reply #39 on: August 07, 2010, 06:12:45 pm »


               forget it i've found the button to change it directly in the GUI

ciao friends ^^

PS: peachy have you thought about the sample for normalmap? thank '<img'>
               
               

               


                     Modifié par chico400, 07 août 2010 - 05:14 .
                     
                  


            

Legacy_pkpeachykeen

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« Reply #40 on: August 07, 2010, 09:57:33 pm »


               @Chameleon Skin: I'll make an "old" DoF shader and get that up. Everything I can find still suggests that the code is correct. I'm wondering if it's related to settings. As for the XML, I'm using .Net's built-in XML writing classes.



@chico: Yes, that's the known bug that I am trying to fix. It's not entirely fixed yet, though.

As for the normal-map sample: I have a sample for making skyboxes, which shares a lot of code with normal maps. You simply use a different shader.

The normal-map shader is not yet perfect, but does work in most cases. For Chronepsis, it is "multi.cgfx" for basic normal mapping or "normal_glow_alpha.cgfx" for normal map, glow map and transparency.



The sample here:

https://sourceforge....es.rar/download

with the material file modified will work perfectly. That package will give you an idea of how the system works.



For any more detailed questions, I can answer them here.
               
               

               
            

Legacy_thirdmouse

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« Reply #41 on: August 08, 2010, 01:02:26 am »


               When do we get to hear about the next project? '<img'>
               
               

               
            

Legacy_chico400

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« Reply #42 on: August 12, 2010, 11:45:08 am »


               hi peachy,

i've a problem with the new version, i've not with the previous one: (Asgorath)

if i use DOF all the screen blurs not only background

i've updated my drivers and used an "outofthebox" nwshader by have still the problem

great job peachy, hope i'll help a little

thanks for help my friend '<img'>
               
               

               


                     Modifié par chico400, 12 août 2010 - 11:41 .
                     
                  


            

Legacy_Tarot Redhand

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« Reply #43 on: August 12, 2010, 11:28:10 pm »


               Purely out of curiosity I was wondering if shader can be used for a specific effect that's used in lot of big-screen movies - namely focus-pulling. A good example of this if you're not aware of what it is can be seen early on in Peter Jackson's "The Lord of the Rings: The Fellowship of the Ring". The scene details Frodo's very first encounter with the Nazgul. He is standing on the road and starts to get a sense that something is wrong, there is a little gust of wind that stirs up some dead leaves, the camera looks directly at him and that is the point where the focus pulling effect takes place.



Anyway, can shader reproduce this effect?



TR
               
               

               
            

Legacy_nwn_martin

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« Reply #44 on: August 13, 2010, 08:33:04 pm »


               tarot, that diving effect would be some perspective distorsion (with maybe a bit of chaning fov - field of view). but more interesting would be depth-of-field with controllable focus distance from camera. you could drive users attention in cinematic events to points of interest, where everything that user should omit would be a bit blurred and the spatial ball or elipsoid of interest would become focused. and that center of focus would be smoothly movable to your liking. another cool effect could be achievable with metalic textures on not-too-rusty weapons reflecting lightsources and generating occasional flashes with bloom turned on.