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Waterplane reflections.


Marleys Ghost
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Is there something I need to set for the reflections in the waterplane to reflect the changes made with desaturate, brightness and contrast under the skybox settings ? To show what I mean this is desaturate at its lowest value, but the reflection in the water is still as per normal, this is the same for contrast and brightness. Probably something I missed. (This is in LWE 2.3 Editor)

 

post-12-12611429658136_thumb.jpg

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sorry... a bit off topic but,

 

that scene is impressive...

 

like a lost world or something... sorta foreboding...

 

 

--Mike

 

 

Well, Thanks Red, didn't think about it like that, was just a scene I had to hand that I could demonstrate what it was I was describing, as sometimes a picture is better.

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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It looks like the filter needs to be moved to the end of the line, or added in the water shader as well.

 

 

Ok, is that something I need to do or you?

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2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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Me. ;)

 

 

ok, thanks Josh I wasn't sure.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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  • 2 months later...

Is this still on the to do list?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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  • 2 weeks later...

which would be the reason for my inquiry.

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Perhaps you should go like:

 

Render world (and lights) -> Apply postfilters such as distance-fog -> Render reflection -> Apply same postfilters to reflection -> Render background and foreground -> Apply postfilters such as hdr, SSAO and desaturate to whole thing

 

I feel that's how the rendering pipeline should really be done since then effects suck as distancefog aren't actually hardcoded although I guess this method takes more rendertime and there's not much need to edit the shaders.

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Think I will just wait until Josh moves the filter to the end of the line, and if needed adds it in the water shader as well...

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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