LUT issue with ver 4.0.2
- Lanvali
- Topic Author
This is my 1st time posting here as I haven't found a solution anywhere else.
Yesterday I have updated my Reshade version to 4.0.2. My previous version was just before this new update.
And since this new version, my LUT shader doesn't have effect anymore... I have of course tried to modify the setting of this shader but nothing. I have tried to uninstall it and tried to install an old version I still had on a folder (3.0.6) but seems it doesn't recognize shaders in my folder anymore, so it's all empty when I open the Reshade window in-game.
Does anyone have the same issue ? I would really appreciate any help.
Thanks !
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- Pixel
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- Daodan
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- Mark A
I'm seeing some very odd effects when I (try to) apply my 3DLUT under 4.0.2:
RE6
My LUT is 4096 x 64 (64 tiles of 64x64 each) - can anybody see anything obviously wrong? I've tried every permutation of isreversed and isupsidedown to no avail. LUT.fx works flawlessly in v3.
Cheers,
M.
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- Daodan
[edit]
Didn't notice that you have already done this (setting fLUT_Tile* to 64). Well, the only thing that comes to mind is that the colors in your LUT are encoded the wrong way.
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- Mark A
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- Daodan
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- Mark A
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- Daodan
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- Lanvali
- Topic Author
As I were quite impatient I re-installed 3.4.1 until I could find a solution.
I looked at your replies, and something I don't understand.
In my textures files, my LUT texture is 1024x32.
I also checked my ReShade.ici file in the [GENERAL] section : there's no specific path for LUT, but the Effect Search path and Texture Search path, and they both correspond to the right files.
Where should I check?
Thank you for your help
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- Daodan
Which LUT is used is decided from within the LUT shader:Lanvali wrote: ...there's no specific path for LUT, but the Effect Search path and Texture Search path, and they both correspond to the right files.
Where should I check?
#ifndef fLUT_TextureName
#define fLUT_TextureName "lut.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32
#endif
Try naming your LUT a unique name and add that to the preprocessor definitions.
Then enable the LUT technique and check in the Log tab for any errors.
If you see something like that
ERROR | > Source "myLUT.png" for texture 'V__texLUT' could not be found in any of the texture search paths.
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- Lanvali
- Topic Author
Daodan wrote: You can override these values with the global preprocessor definitions (the fLUT* ones):
Try naming your LUT a unique name and add that to the preprocessor definitions.
Then enable the LUT technique and check in the Log tab for any errors.
If you see something like thatyou need to check if there's any error in the search paths and/or the LUT name.ERROR | > Source "myLUT.png" for texture 'V__texLUT' could not be found in any of the texture search paths.
I tried it with the name "myLUT.png" like your picture and it still found it in the textures files, but there's still no effect.
In the statistics tab, it showed this for LUT:
Not sure if it can help...
I also tried with the name "lut-pink.png" but it didn't work...
ERROR | > Source "lut-pink.png" for texture 'V__texLUT' could not be found in any of the texture search paths.
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- Daodan
Maybe it helps you.
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- Lanvali
- Topic Author
I didn't have the lut-bw files so I made one based on the original one.Daodan wrote: Not sure why it doesn't work for you but here's a setup with a greyscale LUT that works.
Maybe it helps you.
And the thing is, it worked ? My screen became greyscale when I activated it after I changed the fLUT_Texturename to this files.
But the luminosity doesn't change at all like before.
I think Reshade works but the LUT doesn't work like before (version 3.4.1) but I don't know why...
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- Lanvali
- Topic Author
In 3.4.1 LUT file, there are these lines in more than 4.0.2 one :
#ifndef fLUT_AtlasAmount
// Multi-LUT shader, using a texture atlas with multiple LUTs
// by Otis / Infuse Project.
#define fLUT_AtlasAmount 1
#endif
#ifndef fLUT_TextureName
#if fLUT_AtlasAmount > 1
#define fLUT_TextureName "lutAtlas.png"
#else
#define fLUT_TextureName "lut.png"
#endif
#endif
//++//
#if fLUT_AtlasAmount > 1
uniform int fLUT_LutSelector <
ui_type = "combo";
ui_min = 0; ui_max = 11;
ui_items = "Neutral\0Color1\0Color2\0Color3 (Blue oriented)\0Color4 (Hollywood)\0Color5\0Color6\0Color7\0Color8\0Sepia\0\B&W mid constrast\0\B&W high contrast\0";
ui_label = "The LUT to use";
ui_tooltip = "The LUT to use for color transformation. 'Neutral' doesn't do any color transformation.";
> = 0;
#endif
//++//
#include "ReShade.fxh"
texture texLUT < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY*fLUT_TileAmount; Height = fLUT_TileSizeXY *[b] fLUT_AtlasAmount[/b]; Format = RGBA8; };
sampler SamplerLUT { Texture = texLUT; };
//++//
#if fLUT_AtlasAmount > 1
lutcoord.y /= fLUT_AtlasAmount;
lutcoord.y += (float(fLUT_LutSelector) / fLUT_AtlasAmount);
#endif
But if I add these lines like how there are disposed in 3.4.1 lut file, when I launch my game it says "failed to compile" or something like that.
Any clue?
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- peronmls
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- seri14
Modify values to equals by calculated of fLUT_TileSizeXY and fLUT_TileAmount for your created image.
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- peronmls
I did that. I used Lightroom to make my LUT. I copied what it said in that shader. Makes everything not right.seri14 wrote: The texLUT's "Width" and "Height" is calculated values.
Modify values to equals by calculated of fLUT_TileSizeXY and fLUT_TileAmount for your created image.
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- Igni
float3 lutcoord = float3((color.xy*fLUT_TileSizeXY-color.xy+0.5)*texelsize.xy,color.z*fLUT_TileSizeXY-color.z);
Also, make sure there is no alpha channel on the lut. It increase the bit depth of the image, which could be a part of the problem. I hope that this is a lasting solution to the problem and not something I'll run into problems with later in the game I'm using it with.
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