MasterEffect ReBorn official thread

  • Paperboy
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10 years 6 months ago #281 by Paperboy Replied by Paperboy on topic MasterEffect ReBorn official thread
Pretty sure all DOF techniques are controlled by the Magic DOF parameters

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  • jijidasu
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10 years 6 months ago #282 by jijidasu Replied by jijidasu on topic MasterEffect ReBorn official thread
You're right. I did a bit of poking around with it and generally found a middle ground between what I had been using as settings in the previous release. I'll save my config and wait for the inevitable SMAA fix and try find a more satisfying DoF middle ground. Cheers for the help!

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  • vfxninjaeditor
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10 years 6 months ago #283 by vfxninjaeditor Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread
What's the news on the Alchemy SAO technique, Marty?

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  • Marty McFly
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10 years 6 months ago - 10 years 6 months ago #284 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread
SMAA is working, for some reason it needs HDR mode 1 or 2.If you don't believe me, enable only SMAA and press the space key repeatedly (it's the toggle key I use). It is even working on 0 but the differences are almost invisible. And I don't understand the questions about the DOF parameters, I did polls which focusing should be uniform etc so I assumed everyone knew that the AO and DOF have global parameters that apply on all DOF's so switching between the techniques keeps focus and blur radius same. All Params written in bold are such global parameters.
Last edit: 10 years 6 months ago by Marty McFly.
The following user(s) said Thank You: SiriusHours, Constantine PC, jas01, Paperboy

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  • promuckaj
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10 years 6 months ago #285 by promuckaj Replied by promuckaj on topic MasterEffect ReBorn official thread
Marty thank you for your new release, but where is chromatic aberration, I can not find it ??

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  • Paperboy
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10 years 6 months ago #286 by Paperboy Replied by Paperboy on topic MasterEffect ReBorn official thread

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.
The following user(s) said Thank You: Nekrik

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  • Nekrik
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10 years 6 months ago #287 by Nekrik Replied by Nekrik on topic MasterEffect ReBorn official thread
Marty thx for new release seems alot of work done!
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 ?

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  • Iddqd
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10 years 6 months ago #288 by Iddqd Replied by Iddqd on topic MasterEffect ReBorn official thread
While i use LIGHTING section i get this error:
0(49) : error C7011: implicit cast from "float" to "int"

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  • BrandonHortman
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10 years 6 months ago #289 by BrandonHortman Replied by BrandonHortman on topic MasterEffect ReBorn official thread
@Nekrik

Exactly. Thats only an example file.

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  • Tycholarfero
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10 years 6 months ago #290 by Tycholarfero Replied by Tycholarfero on topic MasterEffect ReBorn official thread
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.

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  • BrandonHortman
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10 years 6 months ago #291 by BrandonHortman Replied by BrandonHortman on topic MasterEffect ReBorn official thread
The lens dirt is affected by the Bloom threshold

#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!

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  • matsilagi
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10 years 6 months ago - 10 years 6 months ago #292 by matsilagi Replied by matsilagi on topic MasterEffect ReBorn official thread

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
Last edit: 10 years 6 months ago by matsilagi.
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  • Wicked Sick
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10 years 6 months ago #293 by Wicked Sick Replied by Wicked Sick on topic MasterEffect ReBorn official thread
Then I must be doing something wrong with smaa, because even on HDR level on 2, it still does look the same to me. But oh well, thank you anyway for your work. It's better than ever!

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  • SiriusHours
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10 years 6 months ago #294 by SiriusHours Replied by SiriusHours on topic MasterEffect ReBorn official thread
new update is incredible marty. lots of love

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  • Marty McFly
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10 years 6 months ago - 10 years 6 months ago #295 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread

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.
Last edit: 10 years 6 months ago by Marty McFly.
The following user(s) said Thank You: Wicked Sick

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  • Wicked Sick
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10 years 6 months ago - 10 years 6 months ago #296 by Wicked Sick Replied by Wicked Sick on topic MasterEffect ReBorn official thread
I must be doing something wrong. Thank you again.

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.
Last edit: 10 years 6 months ago by Wicked Sick.

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  • KTR2212
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10 years 6 months ago #297 by KTR2212 Replied by KTR2212 on topic MasterEffect ReBorn official thread
Marty, is there a way to disable the sprite texture for the godray effect, essentially making it work the same as the previous version.

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  • BillyAlt
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10 years 6 months ago #298 by BillyAlt Replied by BillyAlt on topic MasterEffect ReBorn official thread
Hi Marty. Love the update, everything is much better and more organized, I love it.

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.

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  • SPAS
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10 years 6 months ago #299 by SPAS Replied by SPAS on topic MasterEffect ReBorn official thread
Hello,

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?

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  • matsilagi
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10 years 6 months ago #300 by matsilagi Replied by matsilagi on topic MasterEffect ReBorn official thread
The OGL compiler is currently broken for some stuff, wait for 0.16 if you want to play on OpenGL games.

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