MasterEffect ReBorn official thread
- RFiD
i'm not 100% sure, i will test it within the next 1h. It was in my case that the game crashed at startup.
when I was using the reshade64.dll file named to d3d11 everything worked perfect.
It would be a big gift for me and the gamers if you allow me to further include the file in my presetpackage, to keep things simple as possible.
Also the Setup installs the SweetFX folder + sweet.fx file which arent needed for my preset.
I will keep the file updated and linked to reshades mainpage from beginning.
Greetz RFiD
Edit: tested the setup file - was working fine with d3d9.dll
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- promuckaj
s1.postimg.org/xiz4c0tm5/mcdirt.png
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- Ryuken
huss93 wrote: hi marty possible changed algorthyme for gta v for dof ?
sorry for english ..........french
yes
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- Elimina
promuckaj wrote: Hello, I am not sure if this is OK, but I would like to post here my custome mcdirt.png texture what I am using in some games at the moment. I create it from multiple textures, custom brightness, color and so...
s1.postimg.org/xiz4c0tm5/mcdirt.png
Thanks for posting this! It looks excellent. I am going to try,it out when I get home.
On a side note, here is a mod I found that has tons of Lens Effects available for download
www.nexusmods.com/skyrim/mods/45054/ ?
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- Marty McFly
- Topic Author
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- MonarchX
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- Marty McFly
- Topic Author
MonarchX wrote: What is Color Look Up Table? I know what a normal software LUT is because I am into calibration. Software LUT is "vcgt" part of an ICC profile. However, ICC profiles cannot be fully applied to games. Only "vcgt" part can, which is grayscale only, without colorspace (color gamut) information. It would be amazing if someone could come up with a shader or a way to apply both - grayscale and colorspace from an ICC profile! AFAIK its not possible, not with current Windows Color Management system. You can only create 3D LUT's for several devices and madVR for film playback, but here is no way to do the same or to apply simple ICC color gamut information to games...
There is a way, per 3d texture. Currently, MasterEffect only uses a 1-dimensional LUT which just uses the R G and B components as X coordinate and sample the R G and B component of the texture. If you use a normalized gradient from left to right, you get the original image. If you tint it or curve it in any way, the same effect happens on the image. Although this LUT cannot control the saturation of the colors.
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- Ryuken
- MonarchX
Marty McFly wrote:
MonarchX wrote: What is Color Look Up Table? I know what a normal software LUT is because I am into calibration. Software LUT is "vcgt" part of an ICC profile. However, ICC profiles cannot be fully applied to games. Only "vcgt" part can, which is grayscale only, without colorspace (color gamut) information. It would be amazing if someone could come up with a shader or a way to apply both - grayscale and colorspace from an ICC profile! AFAIK its not possible, not with current Windows Color Management system. You can only create 3D LUT's for several devices and madVR for film playback, but here is no way to do the same or to apply simple ICC color gamut information to games...
There is a way, per 3d texture. Currently, MasterEffect only uses a 1-dimensional LUT which just uses the R G and B components as X coordinate and sample the R G and B component of the texture. If you use a normalized gradient from left to right, you get the original image. If you tint it or curve it in any way, the same effect happens on the image. Although this LUT cannot control the saturation of the colors.
So what is the point of such a LUT? Its the same exact type of LUT an ICC profile applies to games. All it carries it grayscale information from 0 to 255 without inclusion of color saturation and hues, which is what I was hoping a COLOR LUT would do.
Overall, it would be an amazing to have a "Super LUT" shader that could transfer ICC color saturation and hue information in addition to grayscale data into games... A true 3DLUT would be even better, but simple ICC would be of great help still!
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- Marty McFly
- Topic Author
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- fuze
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- BillyAlt
fuze wrote: I am curious if something like this could be made? (Tail light trail)
That effect isn't done in post, I don't see ReShade being able to pull it off... Maybe at best you can emulate a long exposure for bright colors but even if you could do that in HDR space it wouldn't work as expected.
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- Ganossa
fuze wrote: I am curious if something like this could be made? (Tail light trail)
I agree that something like this would cause a lot of artifacts during gameplay, The only way you could use it, is for artistic shots like this...
...but it wouldn't be playable.
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- Marty McFly
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- jmp909
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- MonarchX
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- SiriusHours
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- Marty McFly
- Topic Author
jmp909 wrote: couldn't you cumulatively "blit" to a single texture using some kind of additive blend with a threshold? more for the artistic shots though, than playable trails.
No. Saving the info from previous frames works by a chain of passes that copy each image into a different texture. Once a new frame appears, all older frames wander a slot back in the hierachy. The pass that combines them uses all these textures together. There is a possibility to merge previous frames but the amount of older frames is limited to the pass number - see the UI mask helper of the newest Framework, it works similiar but the amount of frames used for the helper is limited.
Even if there was a way - MasterEffect's purpose is to port new gen effects to old gen games, not to fuck up the image in any way. Things like ASCII shader or such would never find their way into this suite.
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- kingeric1992
Also by setting weight, you can control how many frames you want to blend.
But I'm agree with Marty, no need to do that in real time anyway, video editing can suit that need pretty well, not to mention there isn't many ppl interest in such effect.
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- Elimina
Marty McFly wrote: No. Saving the info from previous frames works by a chain of passes that copy each image into a different texture.
I'm guessing this is how ReShade
would handle a motion blur effect too. I saw a post a while back about motion blur but it was not responded to much. So, motion blur probably would not be able to be used as a in game effect due to performance. I wasn't certain that the effect would work for reshade in the first place, but I was curious what reshade could handle in terms of effects that are optimized
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