3D Depth Map Based Stereoscopic Shader
- BlueSkyKnight
- Topic Author
Aelius Maximus wrote: Is a usable version of 2dto3dconv being uploaded at some point? The one you tested with "Stranger Things" perhaps?
The current one still show blank SBS image
I'm still working on it. conversion is not easy.
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- Aelius Maximus
BlueSkyKnight wrote:
Aelius Maximus wrote: Is a usable version of 2dto3dconv being uploaded at some point? The one you tested with "Stranger Things" perhaps?
The current one still show blank SBS image
I'm still working on it. conversion is not easy.
I understand, take your time.
Out of curiosity, Was it the 2dto3dconv shader that the Laplace and Radial Blur code helped make better?
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- BlueSkyKnight
- Topic Author
Aelius Maximus wrote:
BlueSkyKnight wrote:
Aelius Maximus wrote: Is a usable version of 2dto3dconv being uploaded at some point? The one you tested with "Stranger Things" perhaps?
The current one still show blank SBS image
I'm still working on it. conversion is not easy.
I understand, take your time.
Out of curiosity, Was it the 2dto3dconv shader that the Laplace and Radial Blur code helped make better?
The Laplace shader worked. But, I am still trying to figure out how too use it with HSV color. I am trying to find out right mix. I really wish I knew how to make it better. So I am just trying trial and error approach.
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- BlueSkyKnight
- Topic Author
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Back Port Tested with Alien Isolation
Please enjoy.
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- x8009
BlueSkyKnight wrote:
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Back Port Tested with Alien Isolation
Please enjoy.
Blueskyknight ,
How do you know the best depth out of the 20 ? could you check Need for speed Rivals for me and tell me what's the best ? so I'll know what to look for .
Just how did you find the best depth for all the other games ?
Thanks
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- BlueSkyKnight
- Topic Author
x8009 wrote:
BlueSkyKnight wrote:
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Back Port Tested with Alien Isolation
Please enjoy.
Blueskyknight ,
How do you know the best depth out of the 20 ? could you check Need for speed Rivals for me and tell me what's the best ? so I'll know what to look for .
Just how did you find the best depth for all the other games ?
Thanks
I do one of Two things.
1.
Now since I have so many Depth Maps. I first search in "Depth Map View mode," and where the Depth map shows up from 1-20. I then wright down the number.
I then turn off Depth Map View mode and enable 3D mode in the shader and my 3D TV. I then go though my list I have written down. I toggle between each one.
What ever feels like has the right amount of pop and depth I then circle the Depth map number.
Though the process of elimination I will eventually find the best one.
2.
I use Custom Depth map 1-5 By adjusting the near and far. I go one by one from 1-5 and change the Near and Far for each one Till I see a Depth Map I like.
Once found then I go back in to 3D mode in the shader and my 3DTV. Back in 3D mode I then I adjust the Near And Far setting slowly till I adjust the Depth Map to my personal preference. Once I find what I like I write it down then go in to the shader and Add the DM to the main list.
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- Aelius Maximus
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- x8009
BlueSkyKnight wrote:
x8009 wrote:
BlueSkyKnight wrote:
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Please enjoy.
Blueskyknight ,
How do you know the best depth out of the 20 ? could you check Need for speed Rivals for me and tell me what's the best ? so I'll know what to look for .
Just how did you find the best depth for all the other games ?
Thanks
I do one of Two things.
1.
Now since I have so many Depth Maps. I first search in "Depth Map View mode," and where the Depth map shows up from 1-20. I then wright down the number.
I then turn off Depth Map View mode and enable 3D mode in the shader and my 3D TV. I then go though my list I have written down. I toggle between each one.
What ever feels like has the right amount of pop and depth I then circle the Depth map number.
Though the process of elimination I will eventually find the best one.
2.
I use Custom Depth map 1-5 By adjusting the near and far. I go one by one from 1-5 and change the Near and Far for each one Till I see a Depth Map I like.
Once found then I go back in to 3D mode in the shader and my 3DTV. Back in 3D mode I then I adjust the Near And Far setting slowly till I adjust the Depth Map to my personal preference. Once I find what I like I write it down then go in to the shader and Add the DM to the main list.
Thanks ! so it is always prefered to use custom depth than the normal ? because custom usually fix some weird tearing on fonts and such. in assassins creed for example. but why you recommend to use in gta v 12 if I remember and not custom ? even though it looks incredible awesome 3d effect. it has problem with the fonts and some menus they move and break while I move .
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- BlueSkyKnight
- Topic Author
x8009 wrote:
BlueSkyKnight wrote:
x8009 wrote:
BlueSkyKnight wrote:
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Please enjoy.
Blueskyknight ,
How do you know the best depth out of the 20 ? could you check Need for speed Rivals for me and tell me what's the best ? so I'll know what to look for .
Just how did you find the best depth for all the other games ?
Thanks
I do one of Two things.
1.
Now since I have so many Depth Maps. I first search in "Depth Map View mode," and where the Depth map shows up from 1-20. I then wright down the number.
I then turn off Depth Map View mode and enable 3D mode in the shader and my 3D TV. I then go though my list I have written down. I toggle between each one.
What ever feels like has the right amount of pop and depth I then circle the Depth map number.
Though the process of elimination I will eventually find the best one.
2.
I use Custom Depth map 1-5 By adjusting the near and far. I go one by one from 1-5 and change the Near and Far for each one Till I see a Depth Map I like.
Once found then I go back in to 3D mode in the shader and my 3DTV. Back in 3D mode I then I adjust the Near And Far setting slowly till I adjust the Depth Map to my personal preference. Once I find what I like I write it down then go in to the shader and Add the DM to the main list.
Thanks ! so it is always prefered to use custom depth than the normal ? because custom usually fix some weird tearing on fonts and such. in assassins creed for example. but why you recommend to use in gta v 12 if I remember and not custom ? even though it looks incredible awesome 3d effect. it has problem with the fonts and some menus they move and break while I move .
The depth map for AC Unity was made first. It can be a number of things. My eyes where tired. I didn't catch the Font problem. The new blur filter is not catching that font in that game for some reason. Since updating I still need to go back to some depth maps to check them out with the new code.
Also keep in mind my left eye not up to par with my right eye. I have a defect in my left so sometimes I may not catch things.
That's why I encourage people to share there settings. You can always post here your Custom Depth Map Number also Near and Far settings.
I love all kinds of feed back good or bad BTW. If any one has any questions or suggestions. Please feel free to ask.
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- BlueSkyKnight
- Topic Author
The damn 2D to 3D converter. Holy hell reading scientific equations from people that are much smarter then I is hard. TRIGONOMETRY is hard
Weapon Depth maps a other problem it seems to work in very few games. This may need to be a special case. I Think I may release alternate shader that caters to this problem.
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- nieda113
I am asking that because its obvious that people have different eyesight. I wanted to know if the 3d impression of the depth map is equal for all users or if the have a better impression on the others named above. For me, i bareley see a difference ( maybe i am not too sensitve for 3d)how about you guys?
THX
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- mr_spongeworthy
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- BlueSkyKnight
- Topic Author
nieda113 wrote: Hi , i just wanted to know how users impressions are on using 3d depth map vs other approaches like nvidia 3d tv play, tridef vorpx and vireio.
I am asking that because its obvious that people have different eyesight. I wanted to know if the 3d impression of the depth map is equal for all users or if the have a better impression on the others named above. For me, i bareley see a difference ( maybe i am not too sensitve for 3d)how about you guys?
THX
I have used many different version of 3D application. I used to love iZ3D but even then I had my depth set too low. In TriDef I did enjoy I had depth set to default. with Nvidia solution I had depth set to 15% never changed it. But, I did change convergence.
Tridef Power 3d mode as ok But Black Bars..... was pain and you have no option to remove them. Nvidia power 3D never worked the way I wanted it to.
Even now I like my depth set low. Maybe this will change with my new glasses. who knows.
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- BlueSkyKnight
- Topic Author
using the Virtual pin hole cam and Virtual Plenoptic lenses.
www.eecis.udel.edu/~zyu/MCP2013/MCP%202013.pdf
I was able to do to make the outlook look like this.
The reason for the color is the HVS color calculation for Depth map assist.
But, heres the code with out that.
float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target //pinhole to array
{
float micro_size = 0.050;
float shift_x= -0.5;
float shift_y= -0.5;
float slope = 1;
float2 q = texcoord .xy / micro_size;
float2 p = floor(q);
float2 offset = q - p;
float2 shift = float2(shift_x, shift_y);
return tex2D(BackBuffer ,p*micro_size+shift+(slope*offset) );
}
If any one can help me please do....
This same code can be used for a DOF shader.
www.slideshare.net/ZeeKhattak/plenoptic-...ertation-zee-khattak
*Side Note* I made the array too large...........
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- x8009
BlueSkyKnight wrote:
x8009 wrote:
BlueSkyKnight wrote:
x8009 wrote:
BlueSkyKnight wrote:
BlueSkyKnight wrote:
Sh1nRa358 wrote: @BlueSkyKnight: Do you have a version of these that work with reshade 1.1.0f1? I don't want to switch from that yet because I have a couple of other shaders I like that doesn't work correctly with anything above it. I haven't tried yet but would I need to change anything to make this work or will it work right out the box for that reshade version?
I will port the new one to 2.0 then you can port it over to 1.1. I do this when I get back from the eye doctor to day.
Ok I have it Back ported to 2.0 Here is the link
www.mediafire.com/download/97w9q5a3dha9c...3D_v1.8.5_Repack.zip
Should Be easyer to back port it to 1.1 now.
Please enjoy.
Blueskyknight ,
How do you know the best depth out of the 20 ? could you check Need for speed Rivals for me and tell me what's the best ? so I'll know what to look for .
Just how did you find the best depth for all the other games ?
Thanks
I do one of Two things.
1.
Now since I have so many Depth Maps. I first search in "Depth Map View mode," and where the Depth map shows up from 1-20. I then wright down the number.
I then turn off Depth Map View mode and enable 3D mode in the shader and my 3D TV. I then go though my list I have written down. I toggle between each one.
What ever feels like has the right amount of pop and depth I then circle the Depth map number.
Though the process of elimination I will eventually find the best one.
2.
I use Custom Depth map 1-5 By adjusting the near and far. I go one by one from 1-5 and change the Near and Far for each one Till I see a Depth Map I like.
Once found then I go back in to 3D mode in the shader and my 3DTV. Back in 3D mode I then I adjust the Near And Far setting slowly till I adjust the Depth Map to my personal preference. Once I find what I like I write it down then go in to the shader and Add the DM to the main list.
Thanks ! so it is always prefered to use custom depth than the normal ? because custom usually fix some weird tearing on fonts and such. in assassins creed for example. but why you recommend to use in gta v 12 if I remember and not custom ? even though it looks incredible awesome 3d effect. it has problem with the fonts and some menus they move and break while I move .
The depth map for AC Unity was made first. It can be a number of things. My eyes where tired. I didn't catch the Font problem. The new blur filter is not catching that font in that game for some reason. Since updating I still need to go back to some depth maps to check them out with the new code.
Also keep in mind my left eye not up to par with my right eye. I have a defect in my left so sometimes I may not catch things.
That's why I encourage people to share there settings. You can always post here your Custom Depth Map Number also Near and Far settings.
I love all kinds of feed back good or bad BTW. If any one has any questions or suggestions. Please feel free to ask.
So I always need to look for the Blackest to be close and Whitest to be Far, but I can only see it when I'm using Depth View Map ? So if using 2nd option I won't be able to see if it's black or white.
For 1 and 2, do I use the Depth view mode to see the white close and black far ? or it's only for 1 ?
Does Depth View Map works without enabling the 3D shader ? cause it doesn't seems so. only when I enable the Shader 3D I see the screen goes white and black. trying to use Fallout 4 with Alternate Depth map 0 like u suggest is the best, makes the whole screen white when the Shader 3D is enabled.
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- Aelius Maximus
BlueSkyKnight wrote: Ok so I settled for Plenoptic Depth Mapping for the 2D to 3D conversion.
using the Virtual pin hole cam and Virtual Plenoptic lenses.
www.eecis.udel.edu/~zyu/MCP2013/MCP%202013.pdf
I was able to do to make the outlook look like this.
The reason for the color is the HVS color calculation for Depth map assist.
But, heres the code with out that.Now I would like to know how to put Humpty Dumpty back together again to generate the Depth map.float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target //pinhole to array { float micro_size = 0.050; float shift_x= -0.5; float shift_y= -0.5; float slope = 1; float2 q = texcoord .xy / micro_size; float2 p = floor(q); float2 offset = q - p; float2 shift = float2(shift_x, shift_y); return tex2D(BackBuffer ,p*micro_size+shift+(slope*offset) ); }
If any one can help me please do....
This same code can be used for a DOF shader.
www.slideshare.net/ZeeKhattak/plenoptic-...ertation-zee-khattak
*Side Note* I made the array too large...........
This is great news, even if it's something you had to settle for.
How would this method compare to the other ones considered?
It seems like an intensive process, how much will it impact performance?
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- BlueSkyKnight
- Topic Author
Aelius Maximus wrote:
This is great news, even if it's something you had to settle for.
How would this method compare to the other ones considered?
It seems like an intensive process, how much will it impact performance?
Not Too bad on performance.
I was able to re-merge the image again. so that's something.
I am going to list the code here.
To create the Plenoptic image.
float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target
{
float slope = 0.250;
float micro_size = slope/4;
float shift_x = -0.100;
float shift_y = -0.100;
float2 q = texcoord .xy / micro_size;
float2 p = floor(q);
float2 offset = q - p;
float2 shift = float2(shift_x, shift_y);
return tex2D(SamplerHSV,p*micro_size+shift+(slope*offset) );
}
Too recombine the Plenoptic image.
float3 Render(float2 texcoord : TEXCOORD0) : SV_Target
{
float M = 0.016;
float mu = 0.063;
float2 offest = float2(-0.002,-0.002);
float2 x_mu = texcoord.xy/mu;
float2 p = floor(x_mu);
float2 q = (x_mu-p) * M;
float2 qp = q + 0.5*(mu-M);
float4 colXY = float4(0,0,0,0);
for(int i= -1; i <=1; ++i)
{
for(int j= -1; j <=1; ++j)
{
float2 ij = float2(float(i), float(j));
float2 dq = qp - ij*M;
float2 fx = (p + ij)*mu+dq + offest;
colXY +=tex2D(SamplerDM,fx);
}
}
return colXY/5;
}
Now I am working on the code that goes be tween the two.
IT's coming along though...... at least we are getting closer to a working Depth Map generation. Now I think I can got one of 3 routs. The Laplacian method, Gaussian method, or estimate by Illumination. I could do a combination of them but Im sure performance may tank.
I am uploading a really really Rough Draft of a semi working one. It's already showing a little progress.
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- Aelius Maximus
BlueSkyKnight wrote:
Aelius Maximus wrote:
This is great news, even if it's something you had to settle for.
How would this method compare to the other ones considered?
It seems like an intensive process, how much will it impact performance?
Not Too bad on performance.
I was able to re-merge the image again. so that's something.
I am going to list the code here.
To create the Plenoptic image.float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target { float slope = 0.250; float micro_size = slope/4; float shift_x = -0.100; float shift_y = -0.100; float2 q = texcoord .xy / micro_size; float2 p = floor(q); float2 offset = q - p; float2 shift = float2(shift_x, shift_y); return tex2D(SamplerHSV,p*micro_size+shift+(slope*offset) ); }
Too recombine the Plenoptic image.float3 Render(float2 texcoord : TEXCOORD0) : SV_Target { float M = 0.016; float mu = 0.063; float2 offest = float2(-0.002,-0.002); float2 x_mu = texcoord.xy/mu; float2 p = floor(x_mu); float2 q = (x_mu-p) * M; float2 qp = q + 0.5*(mu-M); float4 colXY = float4(0,0,0,0); for(int i= -1; i <=1; ++i) { for(int j= -1; j <=1; ++j) { float2 ij = float2(float(i), float(j)); float2 dq = qp - ij*M; float2 fx = (p + ij)*mu+dq + offest; colXY +=tex2D(SamplerDM,fx); } } return colXY/5; }
Now I am working on the code that goes be tween the two.
IT's coming along though...... at least we are getting closer to a working Depth Map generation. Now I think I can got one of 3 routs. The Laplacian method, Gaussian method, or estimate by Illumination. I could do a combination of them but Im sure performance may tank.
I am uploading a really really Rough Draft of a semi working one. It's already showing a little progress.
Is it semi working as in it can be tried out? because on my end it crashes with every game i launch? Was looking forward to trying it out
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- BlueSkyKnight
- Topic Author
Aelius Maximus wrote:
BlueSkyKnight wrote:
Aelius Maximus wrote:
This is great news, even if it's something you had to settle for.
How would this method compare to the other ones considered?
It seems like an intensive process, how much will it impact performance?
Not Too bad on performance.
I was able to re-merge the image again. so that's something.
I am going to list the code here.
To create the Plenoptic image.float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target { float slope = 0.250; float micro_size = slope/4; float shift_x = -0.100; float shift_y = -0.100; float2 q = texcoord .xy / micro_size; float2 p = floor(q); float2 offset = q - p; float2 shift = float2(shift_x, shift_y); return tex2D(SamplerHSV,p*micro_size+shift+(slope*offset) ); }
Too recombine the Plenoptic image.float3 Render(float2 texcoord : TEXCOORD0) : SV_Target { float M = 0.016; float mu = 0.063; float2 offest = float2(-0.002,-0.002); float2 x_mu = texcoord.xy/mu; float2 p = floor(x_mu); float2 q = (x_mu-p) * M; float2 qp = q + 0.5*(mu-M); float4 colXY = float4(0,0,0,0); for(int i= -1; i <=1; ++i) { for(int j= -1; j <=1; ++j) { float2 ij = float2(float(i), float(j)); float2 dq = qp - ij*M; float2 fx = (p + ij)*mu+dq + offest; colXY +=tex2D(SamplerDM,fx); } } return colXY/5; }
Now I am working on the code that goes be tween the two.
IT's coming along though...... at least we are getting closer to a working Depth Map generation. Now I think I can got one of 3 routs. The Laplacian method, Gaussian method, or estimate by Illumination. I could do a combination of them but Im sure performance may tank.
I am uploading a really really Rough Draft of a semi working one. It's already showing a little progress.
Is it semi working as in it can be tried out? because on my end it crashes with every game i launch? Was looking forward to trying it out
The uploads are not in usable working order. They are just saved code.
I also have learned that This turned out to be a lot harder then expected. I would need help.
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- Aelius Maximus
BlueSkyKnight wrote:
Aelius Maximus wrote:
BlueSkyKnight wrote:
Aelius Maximus wrote:
This is great news, even if it's something you had to settle for.
How would this method compare to the other ones considered?
It seems like an intensive process, how much will it impact performance?
Not Too bad on performance.
I was able to re-merge the image again. so that's something.
I am going to list the code here.
To create the Plenoptic image.float3 Pinhole(float2 texcoord : TEXCOORD0) : SV_Target { float slope = 0.250; float micro_size = slope/4; float shift_x = -0.100; float shift_y = -0.100; float2 q = texcoord .xy / micro_size; float2 p = floor(q); float2 offset = q - p; float2 shift = float2(shift_x, shift_y); return tex2D(SamplerHSV,p*micro_size+shift+(slope*offset) ); }
Too recombine the Plenoptic image.float3 Render(float2 texcoord : TEXCOORD0) : SV_Target { float M = 0.016; float mu = 0.063; float2 offest = float2(-0.002,-0.002); float2 x_mu = texcoord.xy/mu; float2 p = floor(x_mu); float2 q = (x_mu-p) * M; float2 qp = q + 0.5*(mu-M); float4 colXY = float4(0,0,0,0); for(int i= -1; i <=1; ++i) { for(int j= -1; j <=1; ++j) { float2 ij = float2(float(i), float(j)); float2 dq = qp - ij*M; float2 fx = (p + ij)*mu+dq + offest; colXY +=tex2D(SamplerDM,fx); } } return colXY/5; }
Now I am working on the code that goes be tween the two.
IT's coming along though...... at least we are getting closer to a working Depth Map generation. Now I think I can got one of 3 routs. The Laplacian method, Gaussian method, or estimate by Illumination. I could do a combination of them but Im sure performance may tank.
I am uploading a really really Rough Draft of a semi working one. It's already showing a little progress.
Is it semi working as in it can be tried out? because on my end it crashes with every game i launch? Was looking forward to trying it out
The uploads are not in usable working order. They are just saved code.
I also have learned that This turned out to be a lot harder then expected. I would need help.
Is there anyone who you can enlist, who is in the same field of interest as you
I would not know where to look
And you would know best for where to look anyway.
Another bump in the road i guess, i think you will find a way.
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