Chromatic Dispersion Special FX

TheRealSceneGraphManager got a little bored, and instead of letting his idle hands get him into trouble, he chose to put them to work for th...

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TheRealSceneGraphManager got a little bored, and instead of letting his idle hands get him into trouble, he chose to put them to work for the benefit of the Doom3 community! This mod will tweak your graphics in such a way, that new aspects are brought into the Doom cyber-universe, essentially, it will make some changes to the heat haze fragment programs, or pixel shaders, in order to simulate the effects of chromatic dispersion; If you're not sure what this is, then read on: "It's the faint rainbow-y effect you get whenever light is bent somehow, usually through glass and the like. Drastic changes in air temperature also fiddle with how light gets absorbed, which is why you get that 'bendy' effect above a fire and the reasoning behind bullet trails in those kinds of movies/games. Anyways, as you may have learned in physics classes, (if you've taken them) not all wavelengths/colors are bent the same way. In fact, the different bands kind of fan out, resulting in the rainbow effect."

This mod is definately worth the price of a free download if you're in the market for a new twist on a graphical tweak for this game, Chromatic Dispersion Special FX delivers some extraordinary visual eye candy that will change the face of your gaming experience!

Refer to the readme for more information.

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Download 'dispersion.zip' (920KB)

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TheRealSceneGraphManager's Chromatic Dispersion Special FX

I got bored one afternoon/evening/early morning (in other words, business as usual whenever I make random mods like this)
and thought it would be kinda cool to port some of the effects from Crysis and the real world into other games such as 
Oblivion and Doom 3. This particular piece of work makes some changes to the heat haze fragment programs (or pixel shaders,
if you're a DirectX nut like myself) in order to simulate the effects of chromatic dispersion. What is this, you ask? It's
the faint rainbow-y effect you get whenever light is bent somehow, usually through glass and the like. Drastic changes in 
air temperature also fiddle with how light gets absorbed, which is why you get that 'bendy' effect above a fire and the 
reasoning behind bullet trails in those kinds of movies/games. Anyways, as you may have learned in physics classes,
(if you've taken them) not all wavelengths/colors are bent the same way. In fact, the different bands kind of fan out, 
resulting in the rainbow effect. That's all there is to it. While the inspiration for this is physically-based, this 
implementation is not, and you only get three bands in red, green and blue. The amount of math required to procedurally
generate a perfect representation of this is most definitely not available on today's hardware, so for now we'll have to
settle for an approximation. It still looks cool, though ;)

Installation:
Drop the glprogs.pk4 file into your base directory, and let it sit there for all eternity. Alternately, you can just extract
the contents of said archive into whatever mod folder you desire. (or just drop the .pk4 in, whatever floats your boat)
If there doesn't appear to be any effect around fireballs, flaming/smoking pipes and tubing, fires, etc. then try the extraction thing.

Uninstallation:
Remove the glprogs.pk4 file, or, if you extracted it, delete the HeatHaze_.vfp files inside the glprogs/ directory of the mod folder.

Compatibility:
Should work with anything and everything. This is the only mod I've ever seen or heard of that messes with these particular files.

Performance Notes:
This is pretty thoroughly optimized (it's been simplified to literally four more instructions than the default effect) so it's pretty much
a non-issue. That being said, I have a GeForce 7900GTX and what's insignificant for me might be a bit more performance-hungry on older hardware.
You have *no* excuse not to use this mod :D

External Usage:
Feel free to add on, modify, or include this stuff in your mods. I only ask that you give me credit for the original shader.

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TheRealSceneGraphManager


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Registered 16th December 2007

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