qUINT
- matsilagi
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Chavolatra wrote: will it have any depth buffer in the reflections?
I want to make my reflective armor in skyrim haha
Umm, SSR is completely dependable on Depth to work.
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- Chavolatra
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matsilagi wrote:
Chavolatra wrote: will it have any depth buffer in the reflections?
I want to make my reflective armor in skyrim haha
Umm, SSR is completely dependable on Depth to work.
I've never been able to do the RBM shader works right, so I do not know how right it works
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- lowenz
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Up for the requestlowenz wrote: Can you rename the techniques so there's no overlap with "default" shader suite ones? ("MXAO Next" or something like that)

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- Marty McFly
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Topic Author
lowenz wrote:
Up for the requestlowenz wrote: Can you rename the techniques so there's no overlap with "default" shader suite ones? ("MXAO Next" or something like that)
I don't understand - MXAO in qUINT is the successor to the MXAO from github, hence I closed its topic. There's no reason to use original MXAO instead, just delete it. Moreso, if I renamed the technique, it'd break compatibility with presets since these look for the technique that's now found in this file. And right now, qUINT isn't included in the official github repo, hence there should be no overlap and if there is, just delete the obsolete files.
I'm almost done with the initial release of the screen-space reflections! They're still a bit buggy but since even the water reflections in Fortnite aren't perfect I guess that's the limits of SSR...
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- hunt1hunt
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- lowenz
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The overlap is not in the file names, but in the technique name!Marty McFly wrote:
lowenz wrote:
Up for the requestlowenz wrote: Can you rename the techniques so there's no overlap with "default" shader suite ones? ("MXAO Next" or something like that)
I don't understand - MXAO in qUINT is the successor to the MXAO from github, hence I closed its topic. There's no reason to use original MXAO instead, just delete it. Moreso, if I renamed the technique, it'd break compatibility with presets since these look for the technique that's now found in this file. And right now, qUINT isn't included in the official github repo, hence there should be no overlap and if there is, just delete the obsolete files.
The old presets with MXAO enabled already got TWO MXAO techniques enabled (the old from ReShade pack AND the new one from qUINT, both enabled at once) just unpacking the files in default shader locations, 'cause ReShade enlists the techniques by name.
So you must clarify to delete the old MXAO file from ReShade pack!
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- TreppenBananenHutstaender
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- SilentPrayerCG
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In phothoshop raw highlight slider it's like burn/compress in some renders tonemaping, so it removes overbright spots from image, but in lightroom shader it have strange behavior, it make brighter or darker only limited areas of whole image. I even check on screenshot of game in photoshop, just in case, and highlight slider affect whole image. May be i missing something.
My description probably crappy, so there is few screenshots.
it doesn't look like any burn/highlight/compress option on other tonemapings... may be it something with this game...
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- Marty McFly
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Topic Author
SilentPrayerCG That's how it's supposed to work. These are the value ranges - ignore the colorings, I just did that to make it easier to distinguish where one starts and ends:

This means "Highlights" affect RGB 192 the strongest and its influence drops to 0 at 128 and 255. Numbers exactly in between (96 for example) are equally affected by shadows and midtones. The ranges differ in some editing tools and they spread the midtones wider but it's all more or less the same. So if you want to drop the brightest areas in the game, use the "whites" slider. Do enable the curve overlay though, it displays the luma curve like it does in photoshop so you see which area is most affected.
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- SilentPrayerCG
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- Tojkar
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Most of the time extreme values produce weird visuals. Also, as Martin said, turn the curve on to help you visualize the changes. For a realistic effect, the smoother the curve is, the better the result in most cases, so if you set midtones up to 0.3 for example, you might want to nudge both shadows and highlights to somewhere around 0.1-0.2 to smoothen the effect. Higher the difference between the values, the more cartoony or weird the result will be.SilentPrayerCG wrote: Ok, thanks. Will try whites. May be it just in this case i don't know how highlights can be useful, just strange result, may be I'm wrong, and just expect something i shouldn't expect from it)
TLDR: "Less is more" for realistic results. "More is more" for cartoony or weird visuals.
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- IvanCGray
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- BlueSkyKnight
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IvanCGray wrote: First time posting; was browsing the forums since a few Google searches for colourblind filtering led me to ReShade. I was curious if there were any generalized presets that could adjust all colour output for different kinds of colourblindness? I've never used ReShade before so I'm a bit lost, to be frank. I only found out recently that I am colourblind, but it definitely explains why I've always had trouble distinguishing certain things in most games that are obvious to other people. I can see that there are different effects which make things look beautiful, but I really just need something that would shift output to make games playable for an individual with Tritanomaly. Distinguishing between blue and green is basically impossible in many games.
There is a shader in the ReShade collection standard effects called Daltonize.fx
It has options for Protanopia, Deuteranopia, and Tritanopia. You can download them as you install on to the game you like.
I hope this helps.
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- IvanCGray
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Tritanopia is either the complete absence, or total lack of function of blue cones in the retina, resulting in an inability to see blue light at all. Tritanomaly is the result of a mutation affecting the short wavelength pigment in blue cones. Both result in yellow-blue colour blindness, and blue becomes basically indistinguishable from green, and some shades may even appear black. One of the primary differences though is that Tritanopes are pretty much completely unable to distinguish yellow and purple from pink/red, and as such have much more limited colour vision; ergo why it would probably solve the issues, but would still be sub ideal since it would more than likely remove several colours that I can still see.
Looking through this thread, and another one in Discussion made me curious about LUTs, and some of the tools described in the original post, since it seems like it'd be ideal for replacing certain colors.
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- Marty McFly
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Topic Author
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- altokitty
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See:
graphics.pixar.com/library/MLDenoising2018/paper.pdf
I'm not entirely sure if this is translatable to this shader stuff, since it mostly pertains to genuine path-traced content, but I feel maybe it's something of interest. These big animations studios invest a ton into denoising and enjoy making the papers about them public, so it should be a good place to check out (if you haven't already). Ciao!
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- Marty McFly
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Topic Author
We have a newcomer to qUINT: Screen-Space Reflections! Just uploaded the shader to the github repo, see first post for link. Even though it will add reflections everywhere, it's a major step up from RBM.

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- Daodan
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- Wicked Sick
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