MasterEffect ReBorn official thread

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5 years 3 months ago #601 by vfxninjaeditor
Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread
Can anyone here help me out with migrating the new AO from this to the Framework? I am not sure exactly how to do this.

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5 years 3 months ago #602 by Ganossa
Replied by Ganossa on topic MasterEffect ReBorn official thread
I am currently on it to help Marty who is busy with more advanced AO features. I might post an intermediate solution depending on how much different it is but the port would be done this week anyway.

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5 years 3 months ago - 5 years 3 months ago #603 by Iddqd
Replied by Iddqd on topic MasterEffect ReBorn official thread
vfxninjaeditor, I can help :)
Last edit: 5 years 3 months ago by Iddqd.

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5 years 3 months ago #604 by vfxninjaeditor
Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread
Thanks for the offer lddqd. If Lucifer is getting to it as soon as he says, I'll hold out for a little while longer. :)

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5 years 2 months ago #605 by Paperboy
Replied by Paperboy on topic MasterEffect ReBorn official thread
FEATURE SUGGESTION!
Add a system that lets us, instead of masking out the entire effect, just mask out depth based effects, either by having them on a separate pass or by simply letting us add an image to the depth buffer with a transparent PNG.
That way we can mask out a blurry hud without worrying about the lack of colour correction or other screen effects.

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5 years 2 months ago #606 by jas01
Replied by jas01 on topic MasterEffect ReBorn official thread

Paperboy wrote: FEATURE SUGGESTION!
Add a system that lets us, instead of masking out the entire effect, just mask out depth based effects, either by having them on a separate pass or by simply letting us add an image to the depth buffer with a transparent PNG.
That way we can mask out a blurry hud without worrying about the lack of colour correction or other screen effects.


Simply change the order of effects etc. (Mediator-Pipeline)

/Sorry for my poor grammar.

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5 years 2 months ago #607 by Paperboy
Replied by Paperboy on topic MasterEffect ReBorn official thread
"Simply" doesn't really fit me, as I have no programming knowledge.
I wouldn't know where to begin a process like that.

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5 years 2 months ago - 5 years 2 months ago #608 by mindu
Replied by mindu on topic MasterEffect ReBorn official thread
Speaking about features, could be posible to do something like:
if ("depth or z-axis" < "whatever") {DOF=0;}
^^disable blur when there's "no depth" in the screen, f.e: game menus.

I know sintax is all wrong but you get the idea, I would like to see if could be possible to disable the blurry pause screen (game menus).
Last edit: 5 years 2 months ago by mindu.

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5 years 2 months ago #609 by jas01
Replied by jas01 on topic MasterEffect ReBorn official thread

Paperboy wrote: "Simply" doesn't really fit me, as I have no programming knowledge.
I wouldn't know where to begin a process like that.


Download ReShade Framework. Then go to ReShade> Pipeline. Move - " #include EFFECT(BasicFX, UIMask) " just after " #include EFFECT(McFX, SSAO) " and " #include EFFECT(McFX, DOF)".

This is my "Pipeline" .

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5 years 2 months ago #610 by soetdjur
Replied by soetdjur on topic MasterEffect ReBorn official thread
Why doesn't MasterEffect have SMAA? The fxaa is worthless to me, makes for a big vasseline feast all over my games.

I would love to see this implemented in a future update if possible.

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5 years 2 months ago - 5 years 2 months ago #611 by mindu
Replied by mindu on topic MasterEffect ReBorn official thread
MasterEffect have SMAA already, is FXAA the one missing in mastereffect...

btw is curious how Marty puts other devs effects but not his own DOF ?? :S
Last edit: 5 years 2 months ago by mindu.

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5 years 2 months ago - 5 years 2 months ago #612 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread

mindu wrote: MasterEffect have SMAA already, is FXAA the one missing in mastereffect...

btw is curious how Marty puts other devs effects but not his own DOF ?? :S


Because I'm still working on it? And I'm not like everybody thinking "it's from me so it must be superior and I have to share it with everybody" if there is something better than my own work I see no point in sharing mine. I made some timecycle mods for GTA V but I keep them private as existing mods are superior.
Last edit: 5 years 2 months ago by Marty McFly.

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5 years 2 months ago #613 by MonarchX
Replied by MonarchX on topic MasterEffect ReBorn official thread
How can I make these LUT files work with MasterEffect - dl.dropboxusercontent.com/u/93831976/3DLUT.zip ? These LUT files use just the single TuningPalette shader + the LUT itself, but I want to use SweetFX FXAA and SMAA too. That is possible only in ReShade Framework, but MGSV game works only with ReShade 0.10 which does not include TuningPalette.

AFAIK there is no way to make ReShade 0.10 SweetFX SMAA/FXAA work with those 3 LUT files. That means I have to go with stand-alone MasterEffect which has TuningPalette (or similar) shader AND some other ones, like SMAA, that I need. No FXAA in MasterEffect is no big deal. The problem is that I am so exhausted editing all the .fx and .h files that I got confused and tired.

Could you please edit MasterEffect package (without ReShade .dll) so it would use that (64x64x64) 3DLUT PNG LUT? I just want to paste it into game folder and enjoy the game. I can edit SMAA and LumaSharpen and some other shaders on my own, but getting that 4096x64 PNG LUT to work properly with MasterEffect feels impossible...

I would SO appreciate that - THANK YOU!

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5 years 2 months ago #614 by Yasen
Replied by Yasen on topic MasterEffect ReBorn official thread
Hi, Marty. Is it possible to do "mclut" texture with no changes for contrast? I just want edit it with my own curves.

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5 years 2 months ago - 5 years 2 months ago #615 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread
Doesn't MasterEffect contain a neutral mclut? Well you can find a neutral LUT on the web very easily, especially on the UE4 tonemapping page.

@MonarchX; I will only do bugfixes to ME, no new features anymore. All new developments of mine will be Framework exclusive.
Last edit: 5 years 2 months ago by Marty McFly.
The following user(s) said Thank You: Wicked Sick, jas01

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5 years 1 month ago #616 by jebediah
Replied by jebediah on topic MasterEffect ReBorn official thread
Hi guys.
Just gave MasterEffect a try for the first time and i'm impressed.
But i noticed a problem at the first run. Every time i hit Spacebar all effects are disabled, and if i hit spacebar again it comes back.
The wierd part is that no disable message are showing up

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5 years 1 month ago #617 by Shady
Replied by Shady on topic MasterEffect ReBorn official thread
In your MasterEffect.h there is a line at he beginning:
#define MASTEREFFECT_TOGGLEKEY 0x20
It should have another value e.g. for delete key 0x2E

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5 years 1 month ago #618 by Shady
Replied by Shady on topic MasterEffect ReBorn official thread
I have a problem with SAO Ambient Occlusion, the effect is very grainy. How can I make it more blurry?

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5 years 1 month ago - 5 years 1 month ago #619 by PapermanZero
Replied by PapermanZero on topic MasterEffect ReBorn official thread
Here you can find a table with the Key-Codes:
Microsoft Virtual-Key Codes

I have one feature request.
Is it possible to add fullscreen filters like bilinear, 2xSaI, xBRZ etc.?
Especially for 2D games it would be great to have such filters.
Libretro shader pack could be a good starting point.
For xBRZ the according sourceforge page contains a good documentation
Last edit: 5 years 1 month ago by PapermanZero.

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5 years 1 month ago #620 by Marty McFly
Replied by Marty McFly on topic MasterEffect ReBorn official thread

Marty McFly wrote: I will only do bugfixes to ME, no new features anymore. All new developments of mine will be Framework exclusive.


@Shady: use the smoothening options to make the blur more intensive.

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