Awesome New TLK Resources Available!
by John Kabus (BobTheCBuilder) · 03/08/2006 (2:22 pm) · 8 comments
(Mirrored on Bleeding Edge Indie)
Synapse Gaming is always working with community members to help with TLK based resources. This week we released two new resources; a Dynamic Range Lighting and Bloom resource created by Jeff Raab and Alex Scarborough, and an updated GuiObjectView for TLK.
Jeff and Alex's resource supports Dynamic Range Lighting (which adjusts the screen exposure based on scene lighting), Bloom, and Tone Mapping - making it a very complete resource. Even better it's extremely easy to add to your project. Awesome work guys!

Also released is a new GuiObjectView designed specifically for TLK, which provides better lighting control and env mapping.
Definitely check out these resources and let us know what you think.
And if you have any ideas for TLK resources let us know!
-John Kabus
(bah, the first blog entry didn't show up in Firefox 1.1 and reposting created two - sorry guys! :)
Synapse Gaming is always working with community members to help with TLK based resources. This week we released two new resources; a Dynamic Range Lighting and Bloom resource created by Jeff Raab and Alex Scarborough, and an updated GuiObjectView for TLK.
Jeff and Alex's resource supports Dynamic Range Lighting (which adjusts the screen exposure based on scene lighting), Bloom, and Tone Mapping - making it a very complete resource. Even better it's extremely easy to add to your project. Awesome work guys!

Also released is a new GuiObjectView designed specifically for TLK, which provides better lighting control and env mapping.
Definitely check out these resources and let us know what you think.
And if you have any ideas for TLK resources let us know!
-John Kabus
(bah, the first blog entry didn't show up in Firefox 1.1 and reposting created two - sorry guys! :)
#2
03/08/2006 (3:06 pm)
It's really amazing, it is more than just brighter brights and darker darks, it's more like a pseudo-HDR. Thank you very much for these resources, good work!
#3
03/08/2006 (3:25 pm)
I will attest to how easy the DRL resource is to add to a project. Took me all of about 10 minutes, and it works great.
#4
03/08/2006 (3:32 pm)
Wow... Thank you John and Co. !!!
#5
One Question for whoever:
Whats the difference between "Dynamic Range Lighting" and the specular highlighting and overexposure FX that were already included in the TLK?
Awesom job, and congrats on the release guys! I'm going to try them out tonight.
--
ps. John, sorry I missed your first email, I sent you a reply today so hopefully you got it. :-)
03/08/2006 (3:37 pm)
These resources look really cool, I can't wait to give them a try!One Question for whoever:
Whats the difference between "Dynamic Range Lighting" and the specular highlighting and overexposure FX that were already included in the TLK?
Awesom job, and congrats on the release guys! I'm going to try them out tonight.
--
ps. John, sorry I missed your first email, I sent you a reply today so hopefully you got it. :-)
#6
Oh, send Jeff and I some screenshots please. We'd love to see how DRL is being used. Feature suggetions are also welcome.
03/08/2006 (4:08 pm)
Quick description of DRL: It measures the average intensity of the scene (how bright it is). Then, based on this, it adjusts a linear tonemap to bring the scene closer to a given average intensity (by default, 0.5). In the meantime, it also blooms parts of the scene whose intensity is greater than the goal intensity. All in all, it looks very much like HDR, and it's really just a technical difference that prevents it from being true HDR (we still use plain 'ol 32 bit integer buffers. For true HDR you need to use at least 64 bit floating point buffers).Oh, send Jeff and I some screenshots please. We'd love to see how DRL is being used. Feature suggetions are also welcome.
#8
03/09/2006 (5:51 am)
Wow very nice!! I have to get that add-on!! 
Torque 3D Owner Eric Forhan