They stay still the whole time,i really doubt those are lens flares,is there any way to lock a lens flare element to a region on screen? thanks,yes that's the major problem,in other words it's just a static effect,i used the additive mode so i wouldn't have to make a separate mask for the texture for using in translucency…
The luminance approach is very intriguing, plus keeps all the math just in the scene texture and is independent of lights. Thanks for sharing! I don't know of a quick way to down-res the buffer before going to the scene texture sample inside of UDK without doing it in code (which I also don't know as well). But I suppose…
Alright, I've been going through BF some time ago to see how they did it and they actually combine 2 methods. One is done like whole screen post process texture over the screen, and another are standard lens flares that are concentrated on showing part of the texture using a mask. Specifically in that garage scene they…
The way I've done this before is by taking the luminance of an image and either applying a box blur, Gaussian blur, or some other kind of blur, then a threshold for brightness, then doing a lerp between 0.0, the lens flare/luminance image, and the lens speckle/dirt texture. It's best to use it at 1/4 size though. Sometimes…
Hey underfox,he does use the dirt(T_ScreenDirt) texture in his Glar_Master material,which he in turn instantiates into different colors representing different lights which in turn are used in his LensFlares throughout the scene,visible as a fix position texture over the screen with a radial mask whenever you look into the…
The first one looks like a inverted light fresnel, so anything that is 'bright' will become additive and pop out the 'mask'. You should look into Lerping the SceneTexture between one that is masked with the 'sweat' effect and one that is 'normal', via said Fresnel. You could get fancy and use a ScenePosition node with a…
Maybe I just need to take a look at my material again. I'll take a look at it and see why it doesn't work well with the unlit post process node. Thanks for your help!
Hey, nice result! You got it to work, it just doesn't react to light? I never tried Additive mode(never knew what it did, just stuck with unlit, phong, masked, translucent). How is your material set up?
Would there be interest in seeing dusty lens elements like this in a tutorial? I plan on covering some fullscreen post process stuff soon, and I actually created something exactly like this at work (got shot down by the creative director, however).The other tutorial idea I had was to do a coke-bottle scope lens that has…
I quickly throw in a material with a dirty lens texture(in additive mode)as a material effect,but the thing is while i haven't played BF3,i have seen Samaritan's demo about a million times,and i know in there(just like leleuxart mentioned) the effect reacts to light(how it should normally behave),so how do they do…