MasterEffect ReBorn official thread
- Nekrik
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- tybalitea
first, thanks for your work, i already appreciated it with enbseries, so i'm really enthusiastic now for this version of master effect.
About the ssao, i was always a bit disapointed of this technique because it produces a lot of noise, which is a bit annoying. So i was wondering if it can be coupled with a blur shader to avoid that...or something else. (noob question maybe)
Did you know about this guy researches ?
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- klotim
The Toogle key doesn't work on Tes:IV Oblivion. Dno why, but would like to let you know.
code: technique MasterEffect < bool enabled = 1;int toggle = 0x91; >
I would also like to report a bug with the RAO
#define RayAO_Power 10.0 //[1.0 to 10.0] AO darkening power.
Those values: 6.1-10.0 gives this error message:
E:\Program Files (x86)\Steam\steamapps\common\Oblivion\Shader@0x39D88490(1429,10): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
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- brussell
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- promuckaj
brussell wrote: Marty, can you add an option for chromatic aberration without the distortion?. I've seen that you use the code also found in k-putts sweetfx, so technically it should be possible, right? While I like the effect, the disortion blurs the image and the cursor position becomes incorrect. And setting the distortion parameters to zero leads to broken screen edges (as you know). I tried fiddling with the code, but without success. Thanks in advance.
I also notice that, since I am using chromatic aberration a lot, but in this case, that can be fixed very easy, just play with the settings.
Here is, everything is OK, mouse are precise and you still have CA:
#define ChromaticAmount 0.007
#define LensSize 0.5
#define LensDistortion 0.0
#define LensDistortionCubic 0.0
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- huss93
www.google.fr/imgres?imgurl=https%3A%2F%...p=16&ved=0CE8QrQMwDw
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- Marty McFly
- Topic Author
It works like this now:
Pass1:
add lens 1
add lens 2
add lens 3
Pass2:
blur horizontally
Pass3:
blur vertically
Pass4:
merge with image
What is requested would be:
Pass1:
create lens 1
Pass2:
blur horizontally
Pass3:
blur vertically
Pass4:
create lens 2
Pass5:
blur horizontally
Pass6:
blur vertically
Pass7:
create lens 3
Pass8:
blur horizontally
Pass9:
blur vertically
Pass10:
merge with image.
As you can see, when every flare has to be handled on its own, it needs an own texture which needs to be blurred on its own. If I put it into 1 texture only, this single texture has to be blurred and done.
I can try to find some values for CA, let me check.
The warning will be investigated, it is probably related to a strange issue, depth buffer range is 0 - 1 but apparently negative values also appear, floating point rounding/precision errors most likely.
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- crosire
It's just the compiler telling you that floats can hold negative values and using "pow" on them would result in undefined behavior. Now as you said, the depth range is positive, so it's nothing to really worry about, just a warning. Can be easily fixed by adding a "saturate" before, so to make the compiler happy.Marty McFly wrote: The warning will be investigated, it is probably related to a strange issue, depth buffer range is 0 - 1 but apparently negative values also appear, floating point rounding/precision errors most likely.
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- Marty McFly
- Topic Author
crosire wrote:
It's just the compiler telling you that floats can hold negative values and using "pow" on them would result in undefined behavior. Now as you said, the depth range is positive, so it's nothing to really worry about, just a warning. Can be easily fixed by adding a "saturate" before, so to make the compiler happy.Marty McFly wrote: The warning will be investigated, it is probably related to a strange issue, depth buffer range is 0 - 1 but apparently negative values also appear, floating point rounding/precision errors most likely.
That's weird though because other values which are also only positive like pow on color values works without warnings.
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- BrokenDog
Big thank you for yout work though!
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- Marty McFly
- Topic Author
BrokenDog wrote: I get blur on the whole screen even without any effects enabled,, the effects themselves work great, but the heavy blur is rather distracting. I don't get this issue with the unofficial version, but the bloom and gaussian anamorphic flares don't work for me with that one.
Big thank you for yout work though!
What the flying fuck? Screenshot please, this is literally impossible
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- BrokenDog
I don't know if my example's good enough, will upload different pics if needed.
imgur.com/cWlvuLs
I get the same blur with no effects enabled, tested another game and still the same problem, this is under Directx9 if that matters.
Edit: a better example, Do not pay attention to the red and blue bars, they appear to be a glitch with fraps, I did not see it while taking the screens.
This should still demonstrate the blurring problem pretty well. It goes away for a brief moment when I reload the effects though, but as I said I have no DOF shader enabled and still get the blur with all the effects disabled anyways.
i.imgur.com/FReioQ5.jpg
i.imgur.com/3MIDVDe.jpg
Second edit:
Well, sorry for waisting your time, it appears the problem was caused by some settings on Nvidia Inspector I forgot about, I put the settings back to defaults in NVI and everything works perefectly now, sorry...
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- Marty McFly
- Topic Author
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- promuckaj
Marty McFly wrote: To answer all the questions, a blur pass that applies on all lensflares with same intensity is way more efficient and both fps and code friendly than customizeable blur radii for each flare. Parameter for blur is there but for every lensflare same, blurring every flare on its own would result in massive fps drop when more flares enabled simultaneously.
It works like this now:
Pass1:
add lens 1
add lens 2
add lens 3
Pass2:
blur horizontally
Pass3:
blur vertically
Pass4:
merge with image
What is requested would be:
Pass1:
create lens 1
Pass2:
blur horizontally
Pass3:
blur vertically
Pass4:
create lens 2
Pass5:
blur horizontally
Pass6:
blur vertically
Pass7:
create lens 3
Pass8:
blur horizontally
Pass9:
blur vertically
Pass10:
merge with image.
As you can see, when every flare has to be handled on its own, it needs an own texture which needs to be blurred on its own. If I put it into 1 texture only, this single texture has to be blurred and done.
That is OK. Just let option to change blur intensity for lens flares.
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- Marty McFly
- Topic Author
Also I successfully added the all-DOF-use-one-focussing which is quite tricky since every DOF uses its own colorbleedfix so I had to come up with one that works for every DOF shader which I think I kinda did a few minutes ago. Shaders are now smaller since all focussing is ripped out, too.
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- vfxninjaeditor
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- Marty McFly
- Topic Author
vfxninjaeditor wrote: How much faster are you thinking ME will be when you are finished rewriting it?
Quite a bit because I avoid many useless calculations. Performance demanding effects will be still demanding but in current ME version it happens when you enable many effects that don't take performance alone, they together have a high fps impact. Some demanding effects render a bit faster like Petka's DOF since many instructions are removed and all focal calculations moved into 1 pass for all DOF shaders which renders into texture so 1 texture call replaces like 50 lines of code per DOF shader. Not only the users benefits from better system, it's also way easier for me to add new stuff. You can't imagine how much I had to restructure to squeeze a fourth DOF shader (magic DOF) into old ME.
Most problematic thing is that ReShade doesn't allow that a pass reads from a texture and after that, writes into the same one, so in order to make use of HDR, I had to use 2 textures which pingpong the colors forth and back with each pass. Now, if a shader uses an uneven number of passes, it inverts that sequence so I had to add an empty pass to 2 DOF shaders and SSAO and what not to get even pass counts.
Also, through changed AO and DOF system, users can configurate faster and easier when switching between those different algorithms. Current DOF controls are (2 DOF's already implemented, GP and Matso follow) below As you can see, way less variables and you still can do the same stuff the old DOF shaders can.
//bold letters mean global variables, these apply on every DOF shader
#define DOF_METHOD 2 //1=Petka/Ring DOF, 2=Magic DOF
#define DOF_FOCUSPOINT float2(0.5,0.5)
#define DOF_NEARBLURCURVE 0.5
#define DOF_FARBLURCURVE 0.5
#define DOF_BLURRADIUS 15.0
#define DOF_MANUALFOCUS 1
#define DOF_MANUALFOCUSDEPTH 0.0
//Ring DOF/Petka DOF vars
#define fRingDOFSamples 6
#define fRingDOFRings 4
#define fRingDOFThreshold 2.5
#define fRingDOFGain 0.1
#define fRingDOFBias 0.0
#define fRingDOFFringe 0.5
//Magic DOF vars
#define fMagicBlurQuality 5
#define fMagicColorCurve 8.0
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- robgrab
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It slows down Darkplaces (Quake) a lot, making 60 frames drop to 30
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- Quentin-Tarantino
I have done some presets
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