MasterEffect ReBorn official thread
- crosire
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- Tom Yum 72
Quentin-Tarantino wrote: Is there a user preset thread ? :
I have done some presets
Please open one and share them.
@ marty: Thank you for making those improvements to the dof and that everything will be a little easier to adjust.
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- Ganossa
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- promuckaj
Game: Remember Me.
I use chromatic aberration, lens dirt, lens flares, and subtle anamorphic flares.
@Marty
I notice, there is some bloom effects on lens dirt shader, and on some games it is very annoying, it is not good to fit the look of the game with lens dirt effects. As a my suggestion, maybe, it will be good if you can, in the next release, implement option so that we can control bloom intensity in case of lens dirt.
Right now I tone it down by changing texture. Other then that it is working very well.
Also if there is chance, it will be good to add starburst texture as a option to activate for the lens flares effects, and possibility to change the intensity of that(but it also can be changed via texture it self).
From Chapman's blog:
"As a static texture, the starburst doesn't look very good. We can, however, provide a transformation matrix to the shader which allows us to spin/warp it per frame and produce the dynamic effect we want:"
Of course there is explanation for this in detail.
Again, thank you so much for you job.
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- Marty McFly
- Topic Author
Here are some pics of Chapman's lens with mask, along with a showcase of stock SSAO but with proper smoothening so it requires less samples without being too noisy - resulting in more fps.
EDIT: Cannot post pictures, "Service temporarily unavailable as soon as post contains url's. See my facebook page for details.
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- promuckaj
Marty McFly wrote: Totally possible. With my current system, mask will apply on all lensflares or none. If I apply it on the single ones, mask will be blurred, too.
Here are some pics of Chapman's lens with mask, along with a showcase of stock SSAO but with proper smoothening so it requires less samples without being too noisy - resulting in more fps.
EDIT: Cannot post pictures, "Service temporarily unavailable as soon as post contains url's. See my facebook page for details.
Fantastic mate! I really appreciate your dedication to this!
About starburst texture, it is important to rotate it dynamically according to camera rotation, that will give the awesome effects, totally real one.
Chapman explain everything on his blog, how to use.
You can also leave option to disable/enable this effect on lens flare, and add texture in root with your shaders file, so if need to change it(the same as for lensdirt).
BTW I change some parameters in your shader for lensdirt, so now there is more spread of texture on the screen with less bloom.
float lensdirtmult = dot(tex2D(SamplerBloom3, IN.txcoord.xy).xyz,0.555);
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- Marty McFly
- Topic Author
Bloom and Lensdirt are essentially linked with each other, and the amount of "bloom" applied when only lensdirt is enabled depends on the texture itself. If you have a low contrast texture, there is more bloom than with a texture which is pitch black except the "dirt" itself.
Your code is same result like using bloom saturation 0 and increasing lensdirt intensity slightly, since 0.555 is wrong value, sum of values color is dot multiplied with should be 1.0.
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- brussell
Marty McFly wrote: Bloom and Lensdirt are essentially linked with each other, and the amount of "bloom" applied when only lensdirt is enabled depends on the texture itself. If you have a low contrast texture, there is more bloom than with a texture which is pitch black except the "dirt" itself.
While reading this I thought: maybe you could take a short look at this problem: reshade.me/forum/shader-troubleshooting/...ct-how?start=12#1341 ?
promuckaj wrote:
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
You still get scrambled edges whith these, and less ca off course. So it's only a workaround.
Performance wise, it would also be better to make a single ca pass. (I assume, but Marty knows this better)
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- klotim
Is depth buffer required to work to have working AO enabled?
And how's it going with the project McFly?
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- Nekrik
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klotim wrote: Maybe a stupid question but I better ask anyway.
Is depth buffer required to work to have working AO enabled?
And how's it going with the project McFly?
I think he is travelling according to what LuciferHawk said, im pretty sure he is either working on this but not saying much, or on a hiatus.
Either way as soon as he is back or rested enough, im pretty sure he will post updates.
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- CryZENx
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- NattyDread
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- SpinelessJelly
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- Marty McFly
- Topic Author
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- Omnipotus
Loving your work mate, I like having everyone involved with the "SFX scene" on my friends list for quick access for discussions and praise as well as it being a super easy way to get peoples attention if something comes up
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- SkacikPL
I decided to try out reshade with MasterEffect package on Hyperdimension Neptunia Re;birth 1 though i've ran into weird issue.
Reshade itself works mostly fine (minus lack of depth buffer), but the ME shaders seem to darken the game significantly when it's in 3d part - even with all effects disabled.
This does not occur with SweetFX package, but again SweetFX is kind of limited in its capabilities compared to this package.
Anyone has a clue what may be causing this effect? I may add that it doesn't darken entire scene, some elements (like character faces) still show up with unaltered brightness.
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- arcanux
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- crosire
reshade.me/forum/shader-presentation/161...-thread?start=60#702arcanux wrote: Any way to add a key to enable/disable the filters the same way SweetFX does?
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- arcanux
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