MasterEffect ReBorn official thread
- Marty McFly
- Topic Author
@Topic: Finally got the Alchemy SAO to work, right now running on ENB (for ingame tweaking, will port it to ReShade soon). The blurring technique is outstanding, it blurs respective to depth so hard edges are preserved. Genius solution, that's some hardcore brain work, hands down to the devs.
It is still a little bit grainy but believe me, in final image this is hardly visible.
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- vfxninjaeditor
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- CryZENx
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- promuckaj
I would like to ask again, some blur effects on lens flare shaders would be so nice, right now it is so sharp.
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- Marty McFly
- Topic Author
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- promuckaj
Marty McFly wrote: As I already said, next week or so I'm gonna rewrite ME so lensflares use bloom blurring algorithm or similiar, will see
Great! I am looking forward to this!
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- klotim
www.gamedev.net/topic/662533-problems-wi...ssao-implementation/
Check this one out. Might help you
Hope it helps.
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- Marty McFly
- Topic Author
promuckaj wrote:
Marty McFly wrote: As I already said, next week or so I'm gonna rewrite ME so lensflares use bloom blurring algorithm or similiar, will see
Great! I am looking forward to this!
I'm currently taking a break from learning and prepare some standalone shaders which I just have to merge with ME later. Here are some pics of Alchemy SAO on BF3 (no game SSAO/HBAO used!). Maybe it's a bit exaggerated but I like it like that. On the splitscreen pics, the scene is not too dark, it's optical illusion because raw SAO image half is mostly plain white so it looks as if the other scene is too dark bu thatÄs not the case.
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- klotim
Marty McFly wrote:
promuckaj wrote:
Marty McFly wrote: As I already said, next week or so I'm gonna rewrite ME so lensflares use bloom blurring algorithm or similiar, will see
Great! I am looking forward to this!
I'm currently taking a break from learning and prepare some standalone shaders which I just have to merge with ME later. Here are some pics of Alchemy SAO on BF3 (no game SSAO/HBAO used!). Maybe it's a bit exaggerated but I like it like that. On the splitscreen pics, the scene is not too dark, it's optical illusion because raw SAO image half is mostly plain white so it looks as if the other scene is too dark bu thatÄs not the case.
You're from sweden?
Anyway, ETA on Alchemy AO?
Looks great!!
How would it look on strategy games?
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- huss93
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- Marty McFly
- Topic Author
huss93 wrote: hey marty possible reflection or cloud or parallax ?
wat
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Im pretty sure he is trying to say if its possible to do Reflections or clouds like ENB.Marty McFly wrote:
huss93 wrote: hey marty possible reflection or cloud or parallax ?
wat
I dont see how Parallax would apply on any shader but, ohwell :v
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- Boulotaur2024
Looking better. You could port HBAO to Reshade as well. Few months back I ported a recent version of the algorithm to DX9 and it ended up looking like this (on Crysis) :Marty McFly wrote: Here are some pics of Alchemy SAO on BF3 (no game SSAO/HBAO used!). Maybe it's a bit exaggerated but I like it like that. On the splitscreen pics, the scene is not too dark, it's optical illusion because raw SAO image half is mostly plain white so it looks as if the other scene is too dark bu thatÄs not the case.
I don't think it would need too much work to port to Reshade. There is one "extern" variable (extern float2 g_FocalLen) that you could declare and initialize directly into the shader itself
Here is the ]CPU side code for reference :
m_FocalLen[0] = 1.0f / tanf(fovY * 0.5f) * (float)dwidth / (float)dheight;
m_FocalLen[1] = 1.0f / tanf(fovY * 0.5f);
m_pFocalLenHandle = effect->GetParameterByName(NULL, "g_FocalLen");
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- Marty McFly
- Topic Author
EDIT: hm, I had a look at it and it doesn't quite work; all world objects just have a tiny small outlining, that's all. I don't have the time right now to look into it (big chemistry exam tomorrow), maybe you or someone else can fix it.
pastebin.com/VNgqNrCc
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- NattyDread
Any chance of AO reacting to normal maps (I guess it's per pixel normal instead of vertex?) ?
Also a small request if you ever find the time - some kind of simple fog shader where we can set the start / end position, opacity and color.
Amazing work. I've been testing Raymarch AO, and it's def an improvement over the first one. Alchemy AO looks even better. Keep it up.
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- Wicked Sick
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- Marty McFly
- Topic Author
NattyDread wrote: Wow SSGI ! Yes please.
Any chance of AO reacting to normal maps (I guess it's per pixel normal instead of vertex?) ?
Also a small request if you ever find the time - some kind of simple fog shader where we can set the start / end position, opacity and color.
Amazing work. I've been testing Raymarch AO, and it's def an improvement over the first one. Alchemy AO looks even better. Keep it up.
Which sort of normal maps do you mean? The normal map textures the game uses or what?
Fog shader is easy to do, added to wishlist.
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- huss93
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- huss93
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- NattyDread
Marty McFly wrote: Which sort of normal maps do you mean? The normal map textures the game uses or what?
Fog shader is easy to do, added to wishlist.
Yes, normal map textures so we can have that high detail AO like in enb. Can't say about skyrim but I was using enb for Dark Souls 2 which clearly added AO details on a flat, normal mapped surface.
Thanks for considering the fog shader.
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