Search found 12 matches
- Author
- Message
- 12 Nov 2018, 12:44
- Forum: Other
- Topic: [IDEA] Voxel support
- Replies: 8
- Views: 988
Re: [IDEA] Voxel support
Tbh I quite like really "spacious" (?) AO, too much detail and it looks weird from a distance, sort of the same problem I have with shadows that are too sharp, I mostly set them to lower res with a good amount of blurring (specially circular/jittering). Also if SSAO imposes too much of a p...
- 13 Jul 2018, 15:15
- Forum: Effects
- Topic: Normal Distribution Bloom
- Replies: 1
- Views: 2643
Normal Distribution Bloom
While my other thread remains empty :^) I wanted to showcase this on it's own: o-rrk-XK8ak I've implemented the blending of the bloom textures/steps using normal distribution, that means you can fine-tune the general size and "contrast"/curve of the bloom effect. Here's the source code if ...
- 13 Jul 2018, 15:06
- Forum: Effects
- Topic: [FO4] Magic ENB
- Replies: 6
- Views: 5067
Re: [FO4] Magic ENB
Dunno if anyone here cares, but I've made some improvements. Each bloom texture is now blended using normal distribution ( https://en.wikipedia.org/wiki/Normal_distribution ). I have done major improvements to the SMAA implementation, the code is a bit cleaner and it's catching most edges. I've also...
- 10 Jul 2018, 01:41
- Forum: Effects
- Topic: [FO4] Magic ENB
- Replies: 6
- Views: 5067
Re: [FO4] Magic ENB
Wow I'm stupid, I forgot to include the "enbseries" folder in the repository. Sorry about that, it's updated now.
- 09 Jul 2018, 16:41
- Forum: Effects
- Topic: [FO4] Magic ENB
- Replies: 6
- Views: 5067
[FO4] Magic ENB
Hi, I've been messing around with ENB for a bit, this is the outcome. My objective is to present something that is realistic, not stylish, while maintaining reasonably good performance. I also like to keep the code as simple as possible. This is a work-in-progress and there's lots of room for improv...
- 02 Apr 2018, 22:43
- Forum: Bugs
- Topic: Is Timer.w broken?
- Replies: 7
- Views: 855
Re: Is Timer.w broken?
Maybe frac() would be good yeah, but at some point even it would start being "jumpy". Does the timer wrap back to 0 once it reaches 16777216?
Also maybe too much time would have to pass before we see a lot of jumping/loss of precision, I'll have to test it.
Also maybe too much time would have to pass before we see a lot of jumping/loss of precision, I'll have to test it.
- 02 Apr 2018, 21:57
- Forum: Bugs
- Topic: Is Timer.w broken?
- Replies: 7
- Views: 855
Re: Is Timer.w broken?
Managed to fix it using Timer.x * 16777.216 (which is the max time * 0.001):
Poor quality but to show it's working (animated): https://gfycat.com/LeanCheapFlyingfox
Here's a screenshot, too:
Poor quality but to show it's working (animated): https://gfycat.com/LeanCheapFlyingfox
Here's a screenshot, too:
- 02 Apr 2018, 12:17
- Forum: Bugs
- Topic: Is Timer.w broken?
- Replies: 7
- Views: 855
Re: Is Timer.w broken?
Yeah, I'm dumb, I've realized what I need is a generic timer, so Timer.x is what I need, right? I just need a generic value that increments with time.
- 01 Apr 2018, 06:19
- Forum: Bugs
- Topic: Is Timer.w broken?
- Replies: 7
- Views: 855
Is Timer.w broken?
I'm trying to port a film grain effect I made on ReShade into postpass, it's visually identical, but I can't seem to be able to get the delta time. The example shaders say: //x = generic timer in range 0..1, period of 16777216 ms (4.6 hours), y = average fps, w = frame time elapsed (in seconds) floa...
- 31 Mar 2018, 17:29
- Forum: Bugs
- Topic: Strange colors with cloud shadows in Fallout 4
- Replies: 2
- Views: 1029
Re: Strange colors with cloud shadows in Fallout 4
I see, what a shame because the effect is really nice, vanilla is too sunny all the time. Thanks for replying!