meteoritool Posted October 11, 2016 Share Posted October 11, 2016 Hi all ! Here's a little tweaked version of the LensRenderingPipeline demo :http://www.babylonjs-playground.com/#DX6AV#43 I've raised the grain amount, I really like what it does ! But the noise/grain is static : how would you make the noise more dynamic/moving ? I'd like the result to be more "video" than "photo". Anyone knows how to do this while keeping it simple ? Thanks ! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 11, 2016 Share Posted October 11, 2016 Hey just call setGrainAmount(): https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/babylon.lensRenderingPipeline.ts#L133 meteoritool 1 Quote Link to comment Share on other sites More sharing options...
meteoritool Posted October 12, 2016 Author Share Posted October 12, 2016 Thank you for your answer ! Calling setGrainAmount() can indeed make the noise more dynamic by changing the values, but that's not exactly what I meant, the noise is still "flat". I was wondering if there is a way to reset the "random B&W noise Texture", when the grain texture is unset : for example, every x frame, the random B&W texture is recalculated, displaying a new random B&W noise texture. This would give a more realistic "video" noise rather than "photographic" noise. A little bit like that : Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 13, 2016 Share Posted October 13, 2016 Gotcha I think it could be just a matter of working on this function : https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/babylon.lensRenderingPipeline.ts#L254 The idea would be to make the update public Quote Link to comment Share on other sites More sharing options...
jools_n_jops Posted September 9, 2017 Share Posted September 9, 2017 Hi all. Agreed with meteoritool. Would be fantastic to have a "time" or "z" component on the lens grain noise for added realism. To take it a stage further, a chromatic grain (with different R/G/B noise scales) would be the icing on the cake (Quite an interesting doc on grain field simulation here: http://www.dctsystems.co.uk/Text/grain.pdf) Cheers. Quote Link to comment Share on other sites More sharing options...
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