F
Forestherd
Guest
Hello!
I made a fluid looking lighting system based off of this example here: http://multiverselabyrinth.tumblr.c...silly-question-but-what-engine-do-you-use-how
But I have this ugly looking problem where, if two light sources are aalmost about to connect up, they start connecting up in this really fuzzy fashion - there are some stray pixels all around the connection point and overall it looks really out of place. Here is a gif:
You'll see what I mean when you look at the three middle light rings. They blend just fine if they are already connected, but if they are in the process of that, it looks super ugly.
I though about maybe making a shader that would remove the stray pixels based on what color pixel surrounded it, but that would only be a semi-fix and even then I don't really have a good enough understanding of shaders to actually make something like that. Any help would be really appreciated!
I made a fluid looking lighting system based off of this example here: http://multiverselabyrinth.tumblr.c...silly-question-but-what-engine-do-you-use-how
But I have this ugly looking problem where, if two light sources are aalmost about to connect up, they start connecting up in this really fuzzy fashion - there are some stray pixels all around the connection point and overall it looks really out of place. Here is a gif:
You'll see what I mean when you look at the three middle light rings. They blend just fine if they are already connected, but if they are in the process of that, it looks super ugly.
I though about maybe making a shader that would remove the stray pixels based on what color pixel surrounded it, but that would only be a semi-fix and even then I don't really have a good enough understanding of shaders to actually make something like that. Any help would be really appreciated!