MasterEffect ReBorn official thread

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5 years 9 months ago - 5 years 9 months ago #101 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread
crosire said it.

@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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Last edit: 5 years 9 months ago by Marty McFly.
The following user(s) said Thank You: crosire, SiriusHours, SunBroDave, NattyDread, vfxninjaeditor, klotim, brussell, jas01

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5 years 9 months ago #102 by vfxninjaeditor
Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread
WOW. That Alchemy SAO looks fantastic! What's the impact compared to SSAO and Raymarch AO?

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5 years 9 months ago #103 by CryZENx
Replied by CryZENx on topic MasterEffect ReBorn official thread
Looks fantastic !!!

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5 years 9 months ago #104 by promuckaj
Replied by promuckaj on topic MasterEffect ReBorn official thread
Good work! Just continue with this! Awesome!

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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5 years 9 months ago #105 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread
As I already said, next week or so I'm gonna rewrite ME so lensflares use bloom blurring algorithm or similiar, will see :)

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5 years 9 months ago #106 by promuckaj
Replied by promuckaj on topic MasterEffect ReBorn official thread

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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5 years 9 months ago - 5 years 9 months ago #107 by klotim
Replied by klotim on topic MasterEffect ReBorn official thread
Marty mcfly:

www.gamedev.net/topic/662533-problems-wi...ssao-implementation/

Check this one out. Might help you :)
Hope it helps.
Last edit: 5 years 9 months ago by klotim.

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5 years 9 months ago - 5 years 9 months ago #108 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread

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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Last edit: 5 years 9 months ago by Marty McFly.
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5 years 9 months ago #109 by klotim
Replied by klotim on topic MasterEffect ReBorn official thread

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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5 years 9 months ago #110 by huss93
Replied by huss93 on topic MasterEffect ReBorn official thread
hey marty possible reflection or cloud or parallax ?

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5 years 9 months ago #111 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread

huss93 wrote: hey marty possible reflection or cloud or parallax ?


wat

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5 years 9 months ago #112 by matsilagi
Replied by matsilagi on topic MasterEffect ReBorn official thread

Marty McFly wrote:

huss93 wrote: hey marty possible reflection or cloud or parallax ?


wat

Im pretty sure he is trying to say if its possible to do Reflections or clouds like ENB.
I dont see how Parallax would apply on any shader but, ohwell :v

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5 years 9 months ago - 5 years 9 months ago #113 by Boulotaur2024
Replied by Boulotaur2024 on topic MasterEffect ReBorn official thread

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.

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) :





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");
Last edit: 5 years 9 months ago by Boulotaur2024.
The following user(s) said Thank You: SunBroDave, NattyDread

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5 years 9 months ago - 5 years 9 months ago #114 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread
Thanks for the information but I think we already have enough different shading techniques; something like SSGI is the next step I want to take since this can really improve the image quality and lighting.

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
Last edit: 5 years 9 months ago by Marty McFly.

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5 years 9 months ago #115 by NattyDread
Replied by NattyDread on topic MasterEffect ReBorn official thread
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.

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5 years 9 months ago - 5 years 9 months ago #116 by Wicked Sick
Replied by Wicked Sick on topic MasterEffect ReBorn official thread
Edit: Please, how do I add a toggle key for this?
Last edit: 5 years 9 months ago by Wicked Sick.

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5 years 9 months ago #117 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread

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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5 years 9 months ago #118 by huss93
Replied by huss93 on topic MasterEffect ReBorn official thread
we must add that line?


pastebin.com/VNgqNrCc

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5 years 9 months ago #119 by huss93
Replied by huss93 on topic MasterEffect ReBorn official thread
I copy the line hbao_reshade I add #define USE_HBAO ?? in choose effect

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5 years 9 months ago #120 by NattyDread
Replied by NattyDread on topic MasterEffect ReBorn official thread

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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