Timeline for Solving banding with additive blended particles
Current License: CC BY-SA 3.0
13 events
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Dec 6, 2013 at 17:56 | comment | added | Nathan Reed | @Grimshaw BTW, just a note, please use @-replies when responding in comment threads - that gives people a notification of your comment; without it, they have to come back to the thread and check. :) | |
Dec 5, 2013 at 16:27 | comment | added | Grimshaw | The alpha coming from the particle color varies as you said. I've tested all range of values for each particle's alpha and I always experienced banding anyway, just at different transparencies :p | |
Dec 5, 2013 at 8:43 | comment | added | Nathan Reed | @Grimshaw Yeah, I know the alpha is coming from the texture, but I assume you're also multiplying the texture alpha by a per-particle alpha so the particles can fade in and out. What I'm asking is what sort of per-particle alpha values are you applying, generally? Because the banding could result from a combination of using too small of a sprite (the sprites are only 32x32) with too low of a per-particle alpha (say, under 25% or so). If that's the case, I can explain more in an answer. | |
Dec 4, 2013 at 19:00 | comment | added | Grimshaw | the third image in my question is an atlas with a few textures for different particles, I am using the top-left one for the above two screenshots, which show them stacked with additive blending in a ingame demonstration. In each of the particles the color is always white, and the alpha varies from 0 to 255 depending on how opaque the texel is. I experience banding even if the sum of all stacked particles is not above(1.0,1.0,1.0,1.0). I am not using alpha test, its completely disabled. Any tips are appreciated :) | |
Dec 4, 2013 at 9:02 | answer | added | Shadows In Rain | timeline score: 1 | |
Dec 4, 2013 at 7:19 | comment | added | Nathan Reed | What is the alpha of an individual particle in these images? In the second image you posted, I assume that is several (many?) particles being rendered on top of each other, each with a fairly low alpha? Also, are you using alpha-test, and if so what is the threshold set to? | |
Dec 4, 2013 at 3:54 | comment | added | AttackingHobo | Oh, the single particle is being rendered in the engine. Can you post the source image for the particle? That might help make it more clear. | |
Dec 3, 2013 at 23:27 | comment | added | Grimshaw | done.. might be hard to see it in a white background tho. :) | |
Dec 3, 2013 at 23:26 | history | edited | Grimshaw | CC BY-SA 3.0 |
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Dec 3, 2013 at 23:13 | comment | added | Mokosha | It might be better to include the particle texture in your question rather than linking to a game engine. | |
Dec 3, 2013 at 21:47 | history | tweeted | twitter.com/#!/StackGameDev/status/407989520156876801 | ||
Dec 3, 2013 at 20:03 | history | edited | Grimshaw | CC BY-SA 3.0 |
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Dec 3, 2013 at 19:38 | history | asked | Grimshaw | CC BY-SA 3.0 |