LUTs: Powerful Color Correction - The Guide
- crubino
And, yes... I've using LUT for Reshade since framework version 1.x
here my latest screenshot with my latest LUT. I've made it 30 minutes ago to get "moon light" feel ini old Assassin Creed Black Flag.
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- sets
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- FierySwordswoman
- Topic Author
What do you mean "running all the time"? You don't need to keep photoshop open after you save the image...
Did you take some screenshots of the game to edit alongside the LUT? If so, I can't imagine how it'd be any more inconvenient than using the SweetFX shaders.
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- sets
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- FierySwordswoman
- Topic Author
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- robgrab
Here's a LUT I just created for the Bioshock 2 Remaster. On top of the LUT I'm using MagicBloom, FilmGrain2, FilmicSharpen, and FXAA. If you want to see more examples of before and after shots go HERE .
Forgive the lack of artistic framing. These are just to demonstrate before and after.
Vanilla
with LUT
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- sets
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- Martigen
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- robgrab
Marty's Lightroom shader is actually included in a mod for Skyrim that I found on the Nexus site. I don't know if he ever officially released it as a standalone shader but HERE is a link to the mod. The CreateLUT shader should be somewhere in this thread and the FilmicSharpen shader is a new improved Luma Sharpen shader that can be found HEREsets wrote: these shaders aren't included in the github pack where do i get them
Unfortunately no.Martigen wrote: @robgrab -- have you been able to get MXAO (or rather, get depth buffer access) with Bioshock/2?
The Bioshock games have never had depth buffer access but you used to be able to force HBAO+ by changing the AO flag using NVIDIA Inspector. Since the Remastered versions use DX11 now, instead of DX9, I don't know if it's still possible. For those willing to test different flags here is a tip from MrBonk on the HBAO+ Compatibility Flags Thread over at www.guru3d.com :
Bioshock Remastered 1/2 are DX11 only.
So you need to be only testing flags from
0x00010000 (Assassin's Creed(DX9), Assassin's Creed)
And downward to
0x00180000 (Metal Gear Solid V)
Any flags with values in the 0x00000000
Will not produce any effect no matter what.
And finally HERE is a link to the forum with a list of all the possible DX11 values in case someone wants to test them before me. Apparently there are 24 different possibilities.
UPDATE: I tried ALL of the flags and none of them worked.
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- Martigen
Thanks for testing all these. So sad . I find it really bizarre that we can't conquer old engines, and especially something as great as Bioshock 1/2. Same problem with Portal 1/2. These are, you would think, old enough not to evade modern techniques.robgrab wrote:
Marty's Lightroom shader is actually included in a mod for Skyrim that I found on the Nexus site. I don't know if he ever officially released it as a standalone shader but HERE is a link to the mod. The CreateLUT shader should be somewhere in this thread and the FilmicSharpen shader is a new improved Luma Sharpen shader that can be found HEREsets wrote: these shaders aren't included in the github pack where do i get them
Unfortunately no.Martigen wrote: @robgrab -- have you been able to get MXAO (or rather, get depth buffer access) with Bioshock/2?
The Bioshock games have never had depth buffer access but you used to be able to force HBAO+ by changing the AO flag using NVIDIA Inspector. Since the Remastered versions use DX11 now, instead of DX9, I don't know if it's still possible. For those willing to test different flags here is a tip from MrBonk on the HBAO+ Compatibility Flags Thread over at www.guru3d.com :
Bioshock Remastered 1/2 are DX11 only.
So you need to be only testing flags from
0x00010000 (Assassin's Creed(DX9), Assassin's Creed)
And downward to
0x00180000 (Metal Gear Solid V)
Any flags with values in the 0x00000000
Will not produce any effect no matter what.
And finally HERE is a link to the forum with a list of all the possible DX11 values in case someone wants to test them before me. Apparently there are 24 different possibilities.
UPDATE: I tried ALL of the flags and none of them worked.
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- robgrab
Thanks for testing all these. So sad . I find it really bizarre that we can't conquer old engines, and especially something as great as Bioshock 1/2. Same problem with Portal 1/2. These are, you would think, old enough not to evade modern techniques.
The problem is HBAO+ did work on the older Bioshock engine [Unreal engine 2.5]. It wasn't until they updated it for the Remasters [Unreal Engine 3] that it broke. It was also far easier with DX9.
Also HBAO+ can be forced in BOTH Portal games through NVIDIA Inspector. Here is a link to each as well as a link to the a Google Docs file for HBAO+ codes to every game that supports it:
PORTAL
PORTAL 2
MASTER LIST
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- sets
light room :
s10.postimg.org/f3fxlptxl/image.jpg
LUT created by the create lut shaders :
s10.postimg.org/8pquigwrd/lr2.jpg
why is the result so different what is wrong here
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- sets
sets wrote: something is wrong in this...
light room :
s10.postimg.org/f3fxlptxl/image.jpg
LUT created by the create lut shaders :
s10.postimg.org/8pquigwrd/lr2.jpg
why is the result so different what is wrong here
anyone knows what is wrong here ?
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- FierySwordswoman
- Topic Author
Yeah. You're using Lightroom.sets wrote: anyone knows what is wrong here ?
Assuming Lightroom has some kind of LUT creation feature, you need to update your reshade preprocessor settings to the size of LUT you exported with lightroom.
(Or just export in 32^3, aka 1024x32).
Also, if you're using lightroom to make edits, why are you also using the lut creator shader thing? That's only useful if you don't use any external applications to edit your luts.
This whole workflow's best used with something like Photoshop or GIMP, so you can import half a dozen screenshots to preview the changes on.
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- sets
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- FierySwordswoman
- Topic Author
Wait, are you talking about the Lightroom program or the Lightroom shader Marty McFly made?sets wrote: how to create LUT using the lightroom shaders then ? i'm not good at photoshop so lightroom slides are easier for me
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- Martigen
Thanks for that Robgrabrobgrab wrote:
Thanks for testing all these. So sad . I find it really bizarre that we can't conquer old engines, and especially something as great as Bioshock 1/2. Same problem with Portal 1/2. These are, you would think, old enough not to evade modern techniques.
The problem is HBAO+ did work on the older Bioshock engine [Unreal engine 2.5]. It wasn't until they updated it for the Remasters [Unreal Engine 3] that it broke. It was also far easier with DX9.
Also HBAO+ can be forced in BOTH Portal games through NVIDIA Inspector. Here is a link to each as well as a link to the a Google Docs file for HBAO+ codes to every game that supports it:
PORTAL
PORTAL 2
MASTER LIST
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- sets
FierySwordswoman wrote:
Wait, are you talking about the Lightroom program or the Lightroom shader Marty McFly made?sets wrote: how to create LUT using the lightroom shaders then ? i'm not good at photoshop so lightroom slides are easier for me
the lightroom shader
what i did :
- turn off all other shaders
- enable lightroom, adjust the slide
- enable create LUT, take screenshot (bitmap)
- extract the LUT and reload
but the result end up different as you see in my above images..... idk what is wrong here (lightroom was already disabled when i turn on LUT)
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- FierySwordswoman
- Topic Author
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- sets
FierySwordswoman wrote: Shouldn't the Lightroom shader produce it's own LUT in the upper-left..?
i see nothing there
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