MasterEffect ReBorn official thread
- Paperboy
Please Log in or Create an account to join the conversation.
- jijidasu
Please Log in or Create an account to join the conversation.
- vfxninjaeditor
Please Log in or Create an account to join the conversation.
- Marty McFly
- Topic Author
Please Log in or Create an account to join the conversation.
- promuckaj
Please Log in or Create an account to join the conversation.
- Paperboy
promuckaj wrote: Marty thank you for your new release, but where is chromatic aberration, I can not find it ??
#define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
Please Log in or Create an account to join the conversation.
- Nekrik
I'd like to ask you you about masking a static HUD. Do i need to make texture mask for specific game and it is HUD, rename it to mcmask.png and overwrite yours or yours mcmask.png is generic ?
Please Log in or Create an account to join the conversation.
- Iddqd
0(49) : error C7011: implicit cast from "float" to "int"
Please Log in or Create an account to join the conversation.
- BrandonHortman
Exactly. Thats only an example file.
Please Log in or Create an account to join the conversation.
- Tycholarfero
Please Log in or Create an account to join the conversation.
- BrandonHortman
#define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
Please Log in or Create an account to join the conversation.
Iddqd wrote: While i use LIGHTING section i get this error:
0(49) : error C7011: implicit cast from "float" to "int"
This is a bug caused by ReShade 0.15 on the OpenGL compiler.
Stay away from OGL until 0.16
Please Log in or Create an account to join the conversation.
- Wicked Sick
Please Log in or Create an account to join the conversation.
- SiriusHours
Please Log in or Create an account to join the conversation.
- Marty McFly
- Topic Author
Tycholarfero wrote: Apologies with botherin' with this, but it seems that the lens dirt effect doesn't seem to function (at least for me), at least not correctly anyway. The dirt texture seems to default to the mcsprite.png texture rather than to the mcdirt.png one.
texture texDirt < string source = "MasterEffect/mcdirt.png"; > {Width = BUFFER_WIDTH;Height = BUFFER_HEIGHT;Format = RGBA8;};
float3 dirttex = tex2D(SamplerDirt, IN.txcoord.xy).xyz;
Impossible in my eyes.
But that SMAA issue is strange. I tested it and it works flawlessly for me, can't imagine why it shouldn't work.
@Nekrik: Yes, you need to do that. Easiest way is to use a screenshot from your game and editing it. Size of render target texture depends on screensize so it's always better to use one from the same resolution like the own screen.
Please Log in or Create an account to join the conversation.
- Wicked Sick
Ah, yes, I really like how you did separate the options in sections and how neat it looks now. Especially the DoF section. Amazing work.
Please Log in or Create an account to join the conversation.
- KTR2212
Please Log in or Create an account to join the conversation.
- BillyAlt
Question on the film grain/noise, though. I like to use it as it can lessen dithering, but for some reason I can't find any parameters to "animate" it, for lack of a better term. It's just static and doesn't move at all. The last version had a parameter that let you sort of animate so it looked like proper ISO grain rather than a grainy filter.
Please Log in or Create an account to join the conversation.
- SPAS
I'm trying this with X-Plane (OpenGL) and I am getting a couple of error messages
0(45) : error C7554: OpenGL requires sampler variables to be explicitly declared as uniform
0(45) : error C1054: inizialization of non variable "SamplerCurrent"
...any ideas?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.