How to tone down blown out whites?
- RealRobD
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What shader would I use with Reshade to tone down whites that are to bright?
I've tried a couple but it seems that everything but the whites get darker
I've tried a couple but it seems that everything but the whites get darker

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- FierySwordswoman
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5 years 3 months ago #2
by FierySwordswoman
Replied by FierySwordswoman on topic How to tone down blown out whites?
If the highlights of the game without reshade are clipping at all, they're impossible fully recover.
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- RealRobD
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5 years 3 months ago - 5 years 3 months ago #3
by RealRobD
Replied by RealRobD on topic How to tone down blown out whites?
This is a screenshot with Reshade off and brightness as low as the game will allow.
As you can see, the whites are ridiculously bright.
https://imgur.com/a/8u5Rf
Sorry I can't get a pic to post no matter what I do
As you can see, the whites are ridiculously bright.
https://imgur.com/a/8u5Rf
Sorry I can't get a pic to post no matter what I do

Last edit: 5 years 3 months ago by RealRobD.
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- RealRobD
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- mbah.primbon
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5 years 3 months ago #5
by mbah.primbon
Replied by mbah.primbon on topic How to tone down blown out whites?
Hm.. i use Levels or tonemap shader to remove/reduce the highlight clipping,
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- Insomnia
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Reinhard linear shader decreases the puncturing whites but it doesn't really tone it down. Reinhard in general is a good way of balancing the extreme contrasts in certain scenes.
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- FierySwordswoman
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5 years 3 months ago - 5 years 3 months ago #7
by FierySwordswoman
Replied by FierySwordswoman on topic How to tone down blown out whites?
The detail's lost there, as there's a lot of clipping. You'll never be able to fix that.RealRobD wrote:
At most you can reduce the max white point so that it's more of a light grey blob instead of a white blob...
or brighten everything else so it's not as bad by contrast...
Note that those are some over-simplified changes. Take some time fine-tuning your game to make it look its best with your setup.
My personal take:
Warning: Spoiler!
1) Used a contrast curve that greatly brightens everything less than ~85% brightness while preserving everything above (avoid more washout)
-Depending on the rest of the game, you might be able to brighten the dark areas even more than I have.
2) Desaturated using HSL and a mask consisting of a luminance greyscale copy of the image at 60% opacity.
EDIT: Thinking about it, you could run a value curve on the mask to have finer control than simply reducing the whole layer's opacity.
Last edit: 5 years 3 months ago by FierySwordswoman.
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