New shader: cinematic depth of field
- OtisInf
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- Sami 1999
I'm fine with blurry UI though. The bigger issue where near objects looked pixelated is solved. So it's all fine now
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- OtisInf
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New features:
v1.1.8: Added anamorphic bokeh support, so bokehs now get stretched and rotated based on the distance from the center of the screen, with various tweaks.
v1.1.7: Added 9-tap tent filter as described in [Jimenez2014] for mitigating undersampling. Implementation is from KinoBokeh (see credits in file).
v1.1.6: When near plane max blur is set to 0, the original fragment is now used in the near plane instead of the half-res pixel.
v1.1.5: Added far plane highlight normalizing for non-gained highlights. Added tooltip for reshade v4.x
v1.1.4: Far plane weight calculation tweaked a bit as near-focus plane elements could lead to hard edges which looked ugly. Highlight far plane adjustments have been reworked because of this.
PR: github.com/crosire/reshade-shaders/pull/153
(edit) merged
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- Tom Yum 72
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- OtisInf
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- Marty McFly
What the option in your DoF currently does is somewhat mimicking the occlusion of the aperture by the camera lens itself, which doesn't look like squeezed bokeh but like the boolean intersection of two circles, like in the first picture below. While it is possible to have an effect like yours, it's caused by lens distortion and only happens on severely fish-eyed images.
500px.com/photo/149434545/a-world-with-y...e=photos&ctx_q=bokeh
Which looks different to what your DoF currently does:
And anamorphic bokeh looks like this
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- OtisInf
- Topic Author
I used an example image with slightly rotated anamorphic bokehs in the corners to build the effect, so I added that rotation option too so you could achieve that. You can get overboard with it, but that's not the intention. To be honest, I used www.eoshd.com/comments/topic/2035-why-is-anamorphic-bokeh-oval/ as basis for an explanation of what it was and built the code from there.
That said, what's suggested is indeed that the rotation aspect is part of what an anamorphic lens does, and that's not the case. I'll see what I can do to update that.
(edit) updated the wording of the section a bit. I'm not going to update the settings of the shader.
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- OtisInf
- Topic Author
- Added white boost/correction in gathering passes to have lower-intensity highlights become less prominent.
- Added further weight adjustment tweaks. Changed highlight defaults to utilize new sample weight code
- Better near-plane bleed mask. Better far plane pixel weights so more samples get accepted.
Guide updated with new shots: framedsc.github.io/ReshadeGuides/Shaders/cinematicdof.htm
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- jim2point0
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- Sami 1999
In games like House of dead 1, 2, 3 the auto focus almost works perfectly with the following settings:
Near blur set to 0 so that near objects never blur out, and far blur set according to preference. That way during cutscenes or whenenemies come close to player the DOF works very well. Except, there's one problem:
The gun cursor and the flame textures that appear on cursor when firing is at absolute 0 distance from the screen. So every time I take the cursor to centre, the auto focus focuses on it, causing even the mid distant objects to blur out. Removing the cursor texture doesn't work well either since the the flame textures are still there.
So if it's possible to make auto focus ignore focusing upto a certain distance, it will be possible to use DOF on those games.
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- OtisInf
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- OtisInf
- Topic Author
Highlight/bokeh now finally looks how I wanted it to look when I started. The bug that plagued me for a long time and caused a lot of controls/workarounds has been removed. Highlights now properly blend with one another, are consistent and easy to setup (it simply works out of the box).
Examples:
PR: github.com/crosire/reshade-shaders/pull/179
Merged
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- Sami 1999
OtisInf wrote: Nope, sorry. You could perhaps set the autofocus point close to the center of the screen but a bit outside the cursor that's otherwise being focused on?
Nah it's fine. Thanks for the answer.
Changing auto focus point wouldn't work in this game because it's a rail shooter game and the cursor could be anywhere on the screen. So even if say auto focus is slightly off-centre, bringing the cursor to that point would still result in focusing on the cursor.
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- anontsuki
I'd love to use this Cinematic DOF Shader, but we can't change that, can we?
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- OtisInf
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- marmamowl
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- OtisInf
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To darken the background you could also use Adaptive Fog with a black color (I use that most of the time if I need to darken the background). Sparks, fire etc. are often not part of the depth buffer, so are always seen as far away as the pixel they obscure. So they'll always be darkened, there's no solution for that.
So, no I won't add this to cinematic dof, sorry.
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- OtisInf
- Topic Author
github.com/crosire/reshade-shaders/pull/204
- Better near plane alpha calculations so pointy edges are no longer sticking out and edges of softness is now a bit translucent as it should be.
- fixed issue with near-in focus elements in near plane which weren't blurred particularly well.
- Changed default of focal length from 120 to 100mm
(edit) Merged
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