MasterEffect ReBorn official thread
- Marty McFly
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- fuze
- Koklusz
Marty McFly wrote: Updated MasterEffect to 1.1.205. Added screenspace reflections, picture here:
MasterEffect 1.1.205 public wrote: #define USE_REFLECTIONS 0 //[0 or 1] Reflections: Adds screen space reflections similiar to those used in Half-Life 3.
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- Marty McFly
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- BrandonHortman
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- Marty McFly
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BrandonHortman wrote: Oh snap I missed it!!
I'll move it instead of deleting it.
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- jijidasu
What are the chances of you putting in more detailed configuration settings for Ring/Petka DoF like with the older releases?
I'm talking specifically about these kind:
#define focalDepth 2600.5 //[10.0 to X] Depth of focal plane for manual DOF
#define focalLength 100.0 //[10.0 to X] Length of focus area for manual DOF
#define fstop 250.5 //[10.0 to X] fStop for manual DOF
#define vignint 0 //[0 to X] Amount if vignetting applied
#define fdofstart 0.5 //[0.0001 to 0.05] Distance where far blur starts
#define fdofdist 3500 //[0.1 to 1.0] Distance where far blur ends
#define focus float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
#define CoC 0.3 //[0.01 to 0.3] table is here http://en.wikipedia.org/wiki/Circle_of_confusion
#define namount 0.00004 //[0.00000 to 0.0005] Amount of noise applied. This is no grain, rather some kind of DOF offset jittering
#define DOFdownsample 0.0 //[0 to 10] This should downsample the blurred areas but Boris and his unsupported stuff...
#define maxblur 1.9 //[1.0 to 10.0] Maximum amount of blurring
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By way of these I was able to better control the depth and cutoff of blur which is causing a lot of problems with HUD elements. Sorry if this is a selfish request - just curious as I really liked this freedom. If it's possible to be done with the recent release I might be overlooking it and any support would be a great hand!
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- vfxninjaeditor
Also, while SSGI is really cool, the AO technique used in it just doesn't look that great compared to RMAO and HBAO. HBAO is by far the nicest AO currently implemented. Is it possible to separate SSGI and allow it to mix with any AO technique we find most useful/appealing for our presets?
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- Marty McFly
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About the AO: I'm also not really satisfied with the SSGI, might rip it out and modify HBAO instead to work like GI. These lines happen because of RGBA8 quality of texOcclusion textures, I set it that low because as soon as I use some higher value, people go ape shit about the overhead ME has without any effects and so on.
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- Frankie
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- Marty McFly
- Topic Author
Frankie wrote: Sorry if it's been asked before, but would it be possible to have a global DOF setting that controls focus speed?
You mean the time the autofocus needs to adapt to a new focal plane? That would require depth info from previous frames being interpolated. This is possible to achieve but due to performance reasons and resulting code chaos, I decided to not go that way.
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- jas01
Marty McFly wrote: About the AO: I'm also not really satisfied with the SSGI, might rip it out and modify HBAO instead to work like GI. These lines happen because of RGBA8 quality of texOcclusion textures, I set it that low because as soon as I use some higher value, people go ape shit about the overhead ME has without any effects and so on.
Hello Marty
I actually like SSGI. Maybe can you make new AO technique (mix of HBAO and SSGI) instead of modify SSGI? I really like how it looks at the moment in my game.
/Sorry for my poor grammar.
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- vfxninjaeditor
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- SunBroDave
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- Marty McFly
- Topic Author
About the AO / GI thing: I will not split both things because it is highly impractical, why sampling two times and let blurring etc render 2 times simulatenously, that's just silly. Also GI only looks good when way of sampling of occlusion and color bounce is same.
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- vfxninjaeditor
Marty McFly wrote: If you have to save it a couple of times it cannot be the shader itself because source code doesn't change, only the way it it executed. Also I never heard of this issue, must be completely user side.
About the AO / GI thing: I will not split both things because it is highly impractical, why sampling two times and let blurring etc render 2 times simulatenously, that's just silly. Also GI only looks good when way of sampling of occlusion and color bounce is same.
ah, okay. Now I understand. In that case, I think using HBAO for SSGI would be the best bet since it looks much nicer.
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- jijidasu
Marty McFly wrote: I already said it a million times, all DOF shaders now share the same focus values, if you are against it, you should've written something a month ago when I made a poll. These focus values are the one written in capital letters on top of DOF section.
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Thanks for the reply. I guess I wasn't around when you polled users on choices for DOF. I have a worked a bit with the current settings and tried to find a middle ground that works similar to before but it's a bit hard. I might just have to pass on DOF for the time being.
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- fuze
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- Marty McFly
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- SiriusHours
Would it be possible in the future for Reshade to get GUI to use in game to control variables?
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