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DoF I can sort of live without, but no form of moblur whatsoever in ogl is getting old fast (no pun intended). It's now like 90% of the shops doing character animation at a certain level have been screaming about it for a few years now is it? :)
On Mon, Mar 3, 2008 at 4:34 PM, Jeffrey Dates < kungfukoi(at)gmail.com> wrote:
>You can't compare that with what the guy is asking for..
>basically adding more display modes.
As Previsualization gets more and more detailed, the need to address things
like DOF are starting to become important.
Also, due to the fact it's Previsualization and by it's very nature is
always in flux... it'd be nice to have a hardware solution to this
problem. As it is.. I'd have to run my shots through a compositor and
attempt to show the DOF there.
Not ideal, or quick.
This idea is nothing new. It falls into the wish-list category as: Hardware
shadows, caustics, Mo-blur..etc.
I was just curious if anyone had written a GL shader that could be used for
this purpose? ( i. e. like putting a blurry shader on a grid, and using the
grid as a focal plane...etc )
Anyway.. I think everyone agrees it would be good, blah blah.
Apparently, there doesn't seem to be a current solution? So how is it
accomplished in more advanced Pre-visualizations? Post?
Thanks,
Jeff. "the guy" Dates
www.massmarket.tv
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