MasterEffect ReBorn official thread
- jmp909
not sure if you caught this thread but I assume it is affecting SMAA? (whilst you are discussing PostFX etc)
reshade.me/forum/shader-troubleshooting/...t-no-effects-enabled
the render texture is downsampled (blurred) from what I can tell currently due to use of LINEAR vs POINT mips.
just analysis by elimination. was ok in last version of MFX.
thanks
J
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- brussell
The other issue: Yes, SMAA pass is after PostFX, but it doesn't work well (see the left picture). It only looks right with the applied "tweaks" I've mentioned. And in that case only with changed pass order.
edit:
Yeah sorry. I meant it in the way you wrote: First SMAA then Colorshift of the antialiased image. But shouldn't be that the preferred way, since SMAA doesn't work well with colorshifted edges (as you see in the pictures)?You say " moving the PostFX pass after the SMAA pass, because otherwise SMAA doesn't get applied on the colorshifted areas." but that's just plain wrong, if I move PostFX after SMAA, the image gets antialiased first and colorshifted after. Or did I get you wrong?
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- Marty McFly
- Topic Author
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- BrandonHortman
I do have some criticism though. I feel that the DOF was far more adjustable in the last release.
I find it to be very static now ( always the same amount of blur regardless of distance from focus point)
Am I missing something?
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- crosire
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- SunBroDave
Would it be possible to look at the game's mask before calculating the post processing effects, and then not apply any effects based on the areas in the mask? In other words, the problem is that if you make a mask for a game's UI, while the effects aren't applied on top of the UI areas, if for example a UI element was a certain brightness level that would trigger bloom or a lensflare to be applied, then that effect is still applied to the image, just behind the UI. Here's an example:
So looking at the HUD on the upper right, the lensflares are not applied over the HUD, which is good, but those lensflares shouldn't be there at all. The HUD is still causing lensflares to be applied everywhere else, causing most of that top right corner of the screen to be covered in lensflares. In an ideal situation, not only would the UI not have effects placed on top of it, but it also wouldn't trigger effects to be applied anywhere else on the image.
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- Marty McFly
- Topic Author
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- vfxninjaeditor
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- Quentin-Tarantino
I was enjoying them
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- promuckaj
I would like to thank you one more time for great job you did till now! Keep up with this. The last version working fantastic, very optimized and no such a big impact to fps like with old version.
I prefer and use your light effects, and only one thing remain to be "fixed", it is those, annoying, overused bloom in lensdirt effect. If there is any chance to fix this, it will be perfect.
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- Zonesystem
"Open up the "MasterEffect.ini" file"
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- Ioxa
Look for MasterEffect.h, thats the one that has all the settings in it.Zonesystem wrote: Sorry, maybe I missed it, but there is no Mastereffect.ini in the distribution file
"Open up the "MasterEffect.ini" file"
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- Zonesystem
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- huss93
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- Lightcatcher
First of all: Thanks to crosire for creating ReShade and thanks to Marty for creating MER.
I use ReShade+MER for about 1 month now and I love it.
Of course I set a toggle key (Scroll Lock) but now I have an advanced question about that.
Is it possible to add a toggle key that only triggers a single effect? In addition to the complete on/off toggle key, of course.
For example:
"Scroll Lock" triggers the whole shader suite.
"F9" triggers only PetkagtaDoF.
I searched a long time in this forum for a solution, but I was not able to find a way to make this possible.
Thanks for your help.
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- Marty McFly
- Topic Author
promuckaj wrote: Dear Marty,
I would like to thank you one more time for great job you did till now! Keep up with this. The last version working fantastic, very optimized and no such a big impact to fps like with old version.
I prefer and use your light effects, and only one thing remain to be "fixed", it is those, annoying, overused bloom in lensdirt effect. If there is any chance to fix this, it will be perfect.
Lensdirt is by definition bloom with a texture mask. If you use a completely white lensdirt texture, you have original bloom so basically the color and brightness of a pixel of the texture alters the respective properties of the bloom on that pixel. Using a black texture results in no bloom at all. Using a plain blue one results in blue bloom. My example texture is mainly non-black so bloom is strongly visible, but if you use a texture that is black everywhere besides the speckles that are the "dirt", you get what you desire. Something like this:
@BrandonHortman: I made a poll which focusing is now used for every DOF shader and Magic DOF won. Below you find a picture of the config values of both DOF and AO, red ones are global (for DOF it's focusing and blur radius etc) and the green ones are config values for the respective DOF methods, mostly quality and weighting parameters. Before I made thsi system, switching between DOF methods was a pain in the ass. One used Matso DOF and had a nice focusing with a decent blur radius and when switching to Magic DOF it took ages until the user could recreate the same looks with completely differently working parameters.
@Quentin-Tarantino: Both will be re-implemented, but later, I just want to sort out all the issues the rewritten build has (which are way less than I expected tbh).
@SunBroDave: I tried a few things. Problem is, if I prevent these pixels from being processed, they count as black pixels for blurring etc so HUD will have a black outlining and stuff like that.
@Lightcatcher: Considering the current amount of effects, I'd need to map half of the available keyboard keys for the effects so before key combinations are possible, I will not add support for this. These may be possible though, crosire can you give us more info?
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- crosire
Key combinations are on the TODO list, can't say when they make it in yet though.Marty McFly wrote: These may be possible though, crosire can you give us more info?
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- Lightcatcher
Too bad, that there isn't a way to trigger single effects yet.
I use DOF only for screensots in Guild Wars 2 because it blurs the HUD (and that is not so good for gaming). So at the moment i have to ALT+TAB the game everytime to active and deactive DOF. This wouldn't kill me but it's a little bit annoying.
But good to know, that you put it on your todo list.
Thanks a lot!
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- Ganossa
Lightcatcher wrote: @Marty McFly & @crosire: Thanks for your fast reply!
Too bad, that there isn't a way to trigger single effects yet.
(Most) cohesive passes (effects) will be individual techniques in the upcoming ReShade framework and therefore inherently allow users to add key-toggles to each effect.
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- SunBroDave
Marty McFly wrote: @SunBroDave: I tried a few things. Problem is, if I prevent these pixels from being processed, they count as black pixels for blurring etc so HUD will have a black outlining and stuff like that.
Thanks for taking a look Marty. If the issue is that the HUD is counting as black pixels, how expensive would it be to use the first pixel on the left of the mask pixels (the last non-HUD pixel in each horizontal row of pixels) for processing the effects for HUD pixels? The color of the pixel seems like it shouldn't matter because its ultimately not gonna be applied over the mask in the final image, and it seems like it would cause effects to be applied only based on non-HUD pixels.
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