Search found 12 matches

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by luluco250
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...
by luluco250
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 ...
by luluco250
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...
by luluco250
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.
by luluco250
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...
by luluco250
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.
by luluco250
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:

Image
by luluco250
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.
by luluco250
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...
by luluco250
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!