Search found 14 matches
- Author
- Message
- 22 Jun 2013, 10:41
- Forum: Good or bad
- Topic: TES Skyrim - non colorful tundra | бесцветная тундра
- Replies: 59
- Views: 117584
Re: TES Skyrim - non colorful tundra | бесцветная тундра
I live in Sweden. Which can be similar to Skyrim. And Sweden can be very colorful. As stated shadows are not colorful but thats because our eyes cannot percieve colors if the colors are not enlightened. Game graphics can never and will (hopefully) never be realistic. There are so many variables in ...
- 22 Jun 2013, 10:38
- Forum: Good or bad
- Topic: TES Skyrim - non colorful tundra | бесцветная тундра
- Replies: 59
- Views: 117584
Re: TES Skyrim - non colorful tundra | бесцветная тундра
Actually I think at very high brightness , it just can't absorb all the light so those other light get deflected and you end up seeing those light which is not seen at a lower strength. And on cloudy days, things do look a lot more dull than sunny days. Saturation affects perceived brightness so doe...
- 22 Jun 2013, 02:04
- Forum: Other
- Topic: Desaturation of darker objects, saturation of brighter stuff
- Replies: 3
- Views: 2016
Re: Desaturation of darker objects, saturation of brighter s
my code to activate/deactivate rod cells. float EColorSaturation = grayadaptation < 0.2 ? (grayadaptation < 0.15 ? 0.2 : lerp(-4.21, 25.19, grayadaptation)) : 1.67; rodcell.y = grayadaptation < 0.2 ? (grayadaptation < 0.15 ? 2.0 : lerp(5.0, -15.0, grayadaptation)) : 1; rodcell.x = grayadaptation < 0...
- 19 Jun 2013, 10:36
- Forum: Other
- Topic: Desaturation of darker objects, saturation of brighter stuff
- Replies: 3
- Views: 2016
Desaturation of darker objects, saturation of brighter stuff
One thing that's always bothered me is that objects at night don't desaturate at all. In dark condition, there is not much light getting reflected so there is not much colour coming from the object to activate our cone cells in order for us to determine it's colour. But there is enough light to acti...
- 13 Feb 2013, 06:32
- Forum: Other
- Topic: mipmap for texColor doesn't seem to work
- Replies: 6
- Views: 1640
Re: mipmap for texColor doesn't seem to work
This require changes in shader standart and i need at least detailed description what do you need, amount of passes, etc. If you ask about one additional render target, somebody else will ask about another 10, so i need to make right decision before implementing new "features". Ok now I'v...
- 03 Feb 2013, 15:19
- Forum: Other
- Topic: mipmap for texColor doesn't seem to work
- Replies: 6
- Views: 1640
Re: mipmap for texColor doesn't seem to work
Basically, I need one pass for downsampling the screen texture to blur it more effectively. (There are several types of blurring I want to try out. Specifically, poisson disk blur (fixed nujmber of samples), summed area table, and just a normal box blur for prepassing for anisotropic diffusion. Thes...
- 03 Feb 2013, 02:43
- Forum: Other
- Topic: mipmap for texColor doesn't seem to work
- Replies: 6
- Views: 1640
Re: mipmap for texColor doesn't seem to work
Ok thanks. But is it possible that you create a texture and technique for temporary data storage so that I can create a downsampled texture during a pass or calculate and store the first derivative of the image please?
- 02 Feb 2013, 10:14
- Forum: Other
- Topic: mipmap for texColor doesn't seem to work
- Replies: 6
- Views: 1640
mipmap for texColor doesn't seem to work
I tried to sample texture with tex2Dlod at mip level higher than 1 (like this: res=tex2Dlod(SamplerColor, float4(IN.txcoord,0,4));) but it doesn't seem to lower the resolution. Can you confirm if it's working, or just I did something wrong please?
- 01 Feb 2013, 01:41
- Forum: Other
- Topic: Shader Coding Help for New Vegas 0.141
- Replies: 11
- Views: 3199
Re: Shader Coding Help for New Vegas 0.141
use lerp for the effects
- 31 Jan 2013, 04:26
- Forum: Other
- Topic: convert values stored in texDepth back to actual distance
- Replies: 5
- Views: 1652
Re: convert values stored in texDepth back to actual distanc
lim x->inf (x/(x+c)) should be equal to 1, where c is a constant, and it crosses the origin as well so it does map any distance to the range 0 to 1. And the inverse is c*x/(1-x) which is what you gave me. ( I didn't think of this before you gave me the formula so thanks a lot for that :lol: ) A high...