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Update from 07.01.2017 Glow, Transparent, Fire


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New update was sent.

  • restored broken shader for "grain" and "chromatic"
  • alphablended objects now decrease glow effect if overlay (no more glow under physx hair and other alphablended objects)
  • alphablended objects now can glow (should at least)
  • added glow effect to fire, you need just add "glow_amount = 0.5" to fire section in level_definition file, I'm think that values 0.3~0.5 more satisfied

You need know that this changes in alpha vs glow require rendering alphablending objects to multiple render targets, so some users can notice some performance drop, this is I can't change or like it now, or glow will ignore alphablended objects. Also I tried to implement distance dependent glow effect, but got corrupted glow effect, because distanced objects block glowing, by decreasing blur radius, so I removed this new experimental code, understood that I have no good enaugh idea to implement better glow. Maybe later I'll back to this question.

What next.
Next - I want to back to physic, the member cntrlvrrth made great assistance in researching physic issues, also he found a several articles with new info about physx and it problems, moreover I noticed that NVidia released new build for max plugin - so, I want read this articles, I want try new physx plugin for max, I want improve hook physic, I want create new hair with physic support. I got understanding that we can use physx replacer just to have opportunity use better shading for hair, I mean that I can create a hair replacer with very limited hair motion, but this hair will rendered with proper TBN and anisotroping shading like it was with previous hair replacers.

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