Screenshot Thread
- jmp909
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Coming soon as a preset.
Also, can SweetFX dithering simulate the old software renderer ones? (Just so I use it instead of filmgrain)
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- Ganossa
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- YOBA
Standart preset for DiRT 2
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- Aelius Maximus
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- Quentin-Tarantino
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- Courier
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- MonarchX
I think it takes tremendous amount of testing and trying different settings to really make the WHOLE game look better. Otherwise its only good for screenshots.
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- Aelius Maximus
This is very true indeed, Extreme instances of HDR, Curves, Levels, Ambient LIght or Filmic Pass can flood the whitest area on the screen bleeding into the surrounding area and drowning out detail, this is the primary reason why I've stopped using these effects or at the very most a toned down rendition of these effects. for example I've halved the power of curves in my preset.
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- SkacikPL
I've got more but they're quite heavy.
If anyone wants to view all of them just go here:
www.skacik.pl/images/DOA/reshade/cheap/1.jpg
Numbers are 1 to 15. Alternatively you can get lossless PNGs from here:
www.skacik.pl/images/DOA/reshade/1.png
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- Ganossa
Aelius Maximus wrote: @MonarchX
This is very true indeed, Extreme instances of HDR, Curves, Levels, Ambient LIght or Filmic Pass can flood the whitest area on the screen bleeding into the surrounding area and drowning out detail, this is the primary reason why I've stopped using these effects or at the very most a toned down rendition of these effects. for example I've halved the power of curves in my preset.
Thats why the eye adaptation "shader" exists. It is able to controle and adjust effect strength depending on scene brightness
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- Courier
Also I've been experimenting quite a lot with Crysis, I made a lens texture with a transparent hexagon mesh and with a fisheye effect to kinda simulate a helmet-visor ish look, though I don't like how the dots ended up looking, not as I expected.
I wish there was a counter-lensdirt effect that instead of showing the lens texture when there's light/brightess on that part of the screen showed it in dark areas instead.
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- Ganossa
Courier wrote: There is an eye adaptation shader? Since when.
Since it controls Ambient Light, HeatHaze and various other light effects in the ReShade Framework.
Search in GemFX_settings.cfg for AL ADAPTATION PARAMETERS.
alAdaptBaseMult controls the base eye adaptation for the original image. However, that specific one did worked very naive until yesterday
I wrote about it in my Dev Blog
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- Courier
Also, can you tell me if it would be possible to make a negative version of lens dirt, instead of using bright parts of the screen use darker ones to show the lens texture? Or anything to give more control over which parts of the lens texture are shown would also be great.
I'd like to be able to use at least two different lens textures at the same time, each with it's unique settings to have for example a texture that was for the edges of the screen with certain values and then a different texture for the central areas/entire screen with different effects. Sort of like with UE/Unity where you can stack various UI textures to form a HUD.
This for example, I'd like to have the mesh lens texture to apply to the entire screen and especially on the edges so I could remake the texture and remove the central part and make it blurrier around the center and then use a different texture on the center of the image.
How feasible would this be?
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- Aelius Maximus
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- Ganossa
Courier wrote: Awesome. I'll look into it. Is it already out? I'm using the .17 framework that was updated for GTAV.
Also, can you tell me if it would be possible to make a negative version of lens dirt, instead of using bright parts of the screen use darker ones to show the lens texture? Or anything to give more control over which parts of the lens texture are shown would also be great.
I'd like to be able to use at least two different lens textures at the same time, each with it's unique settings to have for example a texture that was for the edges of the screen with certain values and then a different texture for the central areas/entire screen with different effects. Sort of like with UE/Unity where you can stack various UI textures to form a HUD.
This for example, I'd like to have the mesh lens texture to apply to the entire screen and especially on the edges so I could remake the texture and remove the central part and make it blurrier around the center and then use a different texture on the center of the image.
How feasible would this be?
Yes, it is out already but I actually came back to it for improvements since the last release (especially for the base adaptation) as I wrote before.
The cheapest (performance wise) solution for a negative lens effect would be applied to everything where it would normally not be applied. The problem with this cheap solution is that you cannot distinguish more than that (so have different lens strength depending on how dark the "dark" part is).
Which lens effect are you currently using? It is basically fairly simple to have edge and center lenses blend together. However, if there is only this specific use case where it could be applied, it might be better to implement that shader separately from what we already have.
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- Courier
So far I only know about one instance of lens dirt, not various.
I am guessing to use them it would be fairly simple, as long as they use the same shader make different instances.
puu.sh/hwomv/39f103e978.png
This is the texture I am currently using.
With the single "lens intensity" controls that are in gem.
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- Ganossa
Courier wrote: Currently using the lensdirt from Gem, which is why I wanted to ask you. I am guessing I need to update my framework again?
So far I only know about one instance of lens dirt, not various.
I am guessing to use them it would be fairly simple, as long as they use the same shader make different instances.
puu.sh/hwomv/39f103e978.png
This is the texture I am currently using.
With the single "lens intensity" controls that are in gem.
Sorry, but lets move this discussion into the GemFX suite category then
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- Courier
- Ganossa
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