[DEMO] Dynamic DOF (gaussian blur)
Hey all,
I did some research on how gaussian blurs actually work, I did find some additional info on the GS forums as well. However, it was based on spawning and I though there should be another way. Using replicate you can create some pretty amazing stuff!
In the image below, you can sort of see that the image is sampled with a certain pixel radius to increase the blur. Unfortunately, a lot of sampling really slows down stuff in gamesalad, maybe with the new render engine we can push the sampling a bit more.
The image below is rendered in Gamesalad. Each flower has 5 replicates with different values. It's not very intense heavy with a sampling rate of 2*4. You can change the focus by taping on one of the three flowers. If you want to increase the blur (sampling), make sure you decrease the actors opacity and some blur amount.
Play around with it, and lets make our games more awesome!:)
Cheers
Comments
Looks good, I was playing around with the same idea a while back, except I used a radial diffusion of images which give a slightly smoother, less blocky, blur . . . there's an old thread somewhere, I'll see if I can find it . . . .
@Socks What exactly do you mean with radial diffusion? Also, do you get better performance if you use a lower res image, or does it depend on the actors size? I looked around for an answer but I couldn't find anything helpful.
The images are offset radially.
Resolution effects performance.
Found the video . . . .
@Socks Thanks for sharing the info regarding the resolution. I saw that video before, it looks gorgeous. Did you achieved the blur effect by using a bunch of actors or replicate?
I just spawned a bunch of actors in a circle.