Local Screen Space Radial Blur Approach
realtimevfx.com
Hi,I wonder about the best approach for screen-spaced effects for explosions, impacts, and aftershocks. Noticed them in many games, Im talking about the local radial blur-like effect. Here are two references:https://youtu.be/qj9ed1XWem8?si=0q5HFxI9xdWRDGWC&t=305In this one, light particles have trails similar to radial blur, but they are too consistent, I thought that this many samples for a screen space radial blur could lead to performance issues, maybe they used a different approach?https://www.youtube.com/watch?v=Ply-2cjzC68&t=996sIn this example looks like a regular radial blur is used, but still, this is a kinda expensive screen space effect, and I wonder how they managed to add it without impacting the performance.Can anyone share some info about how to make these kinds of post effects, and most important, optimize them?
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