You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Describe the problem or limitation you are having in your project
Bloom could give more artistic control to achieve more interesting visuals
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Vertical bloom in Cyberpunk 2077:
Subtle horizontal bloom in Alien Isolation:
Very strong horizontal streaks in Pools are combined with other over-the-top camera effects to sell you on the "found footage" vibe:
Upd: I've been watching a lot of game walkthroughs and essays on popular AAA titles lately (both recent and relatively old games) and now that I'm consciously aware of this effect I keep seeing this in almost every game. Not gonna turn this into a screenshot gallery, just wanted to add that this is much more commonly used feature than I've even originally thought
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
From the user interface perspective it would be best if this effect had its own set of parameters - intensity, threshold, spread, vertical/horizontal checkbox, etc, depending on implementation. Since it's a more advanced feature more control will allow users achieve exactly the look they are going for that will fit into their project. This is roughly how it's done in Kronnect's Beautify post processing addon for Unity (anamorphic flares are controlled separately from the main bloom)
From the implementation perspective it's probably best to calculate it in the same shader as the main bloom, but I haven't looked much into how it's currently implemented so I don't know
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
Since godot has a solid out-of-the-box bloom it likely makes more sense to have this in the built-in one instead of making users reimplement bloom from scratch
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
3d projects
Describe the problem or limitation you are having in your project
Bloom could give more artistic control to achieve more interesting visuals
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Vertical bloom in Cyberpunk 2077:
Subtle horizontal bloom in Alien Isolation:
Very strong horizontal streaks in Pools are combined with other over-the-top camera effects to sell you on the "found footage" vibe:
Upd: I've been watching a lot of game walkthroughs and essays on popular AAA titles lately (both recent and relatively old games) and now that I'm consciously aware of this effect I keep seeing this in almost every game. Not gonna turn this into a screenshot gallery, just wanted to add that this is much more commonly used feature than I've even originally thought
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
From the user interface perspective it would be best if this effect had its own set of parameters - intensity, threshold, spread, vertical/horizontal checkbox, etc, depending on implementation. Since it's a more advanced feature more control will allow users achieve exactly the look they are going for that will fit into their project. This is roughly how it's done in Kronnect's Beautify post processing addon for Unity (anamorphic flares are controlled separately from the main bloom)
From the implementation perspective it's probably best to calculate it in the same shader as the main bloom, but I haven't looked much into how it's currently implemented so I don't know
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
Since godot has a solid out-of-the-box bloom it likely makes more sense to have this in the built-in one instead of making users reimplement bloom from scratch
The text was updated successfully, but these errors were encountered: