GTA 5 0.351
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- *blah-blah-blah maniac*
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Re: GTA 5 0.351
Ambient color is already set by game properly enough, it's not some shit like Skyrim with green or brown ambient. I dont know, maybe worth to try, but this most likely will change nothing.
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Re: GTA 5 0.351
Redux, Natural Vision do not need automatic ambient, it will destroy most of the work done.
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Re: GTA 5 0.351
Hey Boris, can you make a little tutorial how to make a shader, which stores an output in a texture, in enbeffect.fx?
I have an example written in DX9:
And I want that output of PS_Blur1 will be stored in texBlur1 texture, output of PS_Blur2 will be stored in texBlur2 texture and I want to use both textures in PS_Refraction shader. Is it possible? If so, how can I do it? Thanks in advance
I have an example written in DX9:
Code: Select all
technique HeatHaze
{
pass P0
{
VertexShader = VS_PostProcess;
PixelShader = PS_Blur1;
RenderTarget0 = texBlur1;
}
pass P1
{
VertexShader = VS_PostProcess;
PixelShader = PS_Blur2;
RenderTarget0 = texBlur2;
}
pass P2
{
VertexShader = VS_PostProcess;
PixelShader = PS_Refraction;
}
}
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Re: GTA 5 0.351
enbeffect.fx is not multipass shader. So you need to move your code to enbeffectpostpass.fx or dof shader. How to make this done is easy to understand from enbbloom.fx or enblens.fx, cause they use assigning of render targets in each pass.
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Re: GTA 5 0.351
Thanks for a very fast reply. I've never had a contact with ENB for Skyrim or Fallout 4, so I wasn't familiar with shaders like enbeffectpostpass.fx. From what I can see, the shader is enough for me.
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Re: GTA 5 0.351
ENBSeries wrote:Redux, Natural Vision do not need automatic ambient, it will destroy most of the work done.
I dont understand why this effect would break another mods.
Re: GTA 5 0.351
Hello, I have a few questions. Please, do not be afraid. Remember, I'm just asking you politely, I do not know if it's possible, but it would be great if it is. Sorry, Do not be scared if it is too much:
Would you be able to do this:
[VEHICLE]
ReflectionFresnel=1.0
ReflectionGlossiness=1.0
ReflectionAmount=1.0
MetallicAmount=1.0
ChromeSpecularAmount=1.0
ChromeReflectionAmount=1.0
WheelSpecularAmount=1.0
WheelReflectionAmount=1.0
GlassReflectionAmount=1.0
EmitterReflectionAmount=1.0
EmitterIntensity=1.0
For something like:
[VEHICLE]
ReflectionFresnelWhiteColor=1.0
ReflectionGlossinessWhiteColor=1.0
ReflectionAmountWhiteColor=1.0
ReflectionFresnelBlackColor=1.0
ReflectionGlossinessBlackColor=1.0
ReflectionAmountBlackColor=1.0
ReflectionFresnelOtherColor=1.0
ReflectionGlossinessOtherColor=1.0
ReflectionAmountOtherColor=1.0
MetallicAmountWhiteColor=1.0
MetallicAmountBlackColor=1.0
MetallicAmountOtherColor=1.0
ChromeSpecularAmount=1.0
ChromeReflectionAmount=1.0
WheelSpecularAmount=1.0
WheelReflectionAmount=1.0
TireSpecularAmount=1.0
TireReflectionAmount=1.0
GlassReflectionAmount=1.0
EmitterFrontReflectionAmount=1.0
EmitterFrontIntensity=1.0
EmitterBackReflectionAmount=1.0
EmitterBacktIntensity=1.0
Black, White, Other would rely on the colors of vehicles like. blue, red and other higher values work great and cause a nice effect.
In the case of a black color, higher reflections receive an impression of black lacquer.
In the case of white color, higher reflections cause white to become unlit.
With the ability to set white, black and the rest of the colors, we could set the vehicles in a different way to make everyone look the best.
TireSpecularAmount and TireReflectionAmount allow you to separately adjust the brightness and glare / reflections of the tires separately and the brightness and glow / reflections of the rims / wheels separately.
EmitterFrontReflectionAmount, EmitterBackReflectionAmount and EmitterFrontIntensity, EmitterBackIntensity also lets you better set the front and back of the vehicles in a more natural and natural way. For example, the higher values at the front look nicer and at the back they cause light artifacts in the form of red light emitting.
It would be nice to introduce if possible solutions with GTA IV as [REFLECTION1] and [REFLECTION2] and [REFLECTION3].
Thanks to this you could get rid of the situation where all vehicles look good and natural and their reflections, but buses and not which vehicles with inscriptions on the sides of the vehicle with the same reflections as for other vehicles have the effect that the subtitles and textures disappear under the tide too much reflection and glow of the car body, although other vehicles look good.
I also noticed that by setting higher SSAO values, etc. it looks nice on vehicles, adding a much better look and details to them.
Could it be possible to use something like separate parameters and strength for:
SSAO_World and SSAO_Vehicle.
In this way, the whole world and its surroundings could look good, without mistakes and naturally, and the vehicles could be arranged a little more separately to emphasize their shapes, etc.
Is it possible to add something like this in GTA V as something that we could use in GTA IV?
[BUILDING]
WindowLightIntensity = 1.5
If nothing from what I wrote is possible, ignore me and my requests / dreams Best wishes.
Would you be able to do this:
[VEHICLE]
ReflectionFresnel=1.0
ReflectionGlossiness=1.0
ReflectionAmount=1.0
MetallicAmount=1.0
ChromeSpecularAmount=1.0
ChromeReflectionAmount=1.0
WheelSpecularAmount=1.0
WheelReflectionAmount=1.0
GlassReflectionAmount=1.0
EmitterReflectionAmount=1.0
EmitterIntensity=1.0
For something like:
[VEHICLE]
ReflectionFresnelWhiteColor=1.0
ReflectionGlossinessWhiteColor=1.0
ReflectionAmountWhiteColor=1.0
ReflectionFresnelBlackColor=1.0
ReflectionGlossinessBlackColor=1.0
ReflectionAmountBlackColor=1.0
ReflectionFresnelOtherColor=1.0
ReflectionGlossinessOtherColor=1.0
ReflectionAmountOtherColor=1.0
MetallicAmountWhiteColor=1.0
MetallicAmountBlackColor=1.0
MetallicAmountOtherColor=1.0
ChromeSpecularAmount=1.0
ChromeReflectionAmount=1.0
WheelSpecularAmount=1.0
WheelReflectionAmount=1.0
TireSpecularAmount=1.0
TireReflectionAmount=1.0
GlassReflectionAmount=1.0
EmitterFrontReflectionAmount=1.0
EmitterFrontIntensity=1.0
EmitterBackReflectionAmount=1.0
EmitterBacktIntensity=1.0
Black, White, Other would rely on the colors of vehicles like. blue, red and other higher values work great and cause a nice effect.
In the case of a black color, higher reflections receive an impression of black lacquer.
In the case of white color, higher reflections cause white to become unlit.
With the ability to set white, black and the rest of the colors, we could set the vehicles in a different way to make everyone look the best.
TireSpecularAmount and TireReflectionAmount allow you to separately adjust the brightness and glare / reflections of the tires separately and the brightness and glow / reflections of the rims / wheels separately.
EmitterFrontReflectionAmount, EmitterBackReflectionAmount and EmitterFrontIntensity, EmitterBackIntensity also lets you better set the front and back of the vehicles in a more natural and natural way. For example, the higher values at the front look nicer and at the back they cause light artifacts in the form of red light emitting.
It would be nice to introduce if possible solutions with GTA IV as [REFLECTION1] and [REFLECTION2] and [REFLECTION3].
Thanks to this you could get rid of the situation where all vehicles look good and natural and their reflections, but buses and not which vehicles with inscriptions on the sides of the vehicle with the same reflections as for other vehicles have the effect that the subtitles and textures disappear under the tide too much reflection and glow of the car body, although other vehicles look good.
I also noticed that by setting higher SSAO values, etc. it looks nice on vehicles, adding a much better look and details to them.
Could it be possible to use something like separate parameters and strength for:
SSAO_World and SSAO_Vehicle.
In this way, the whole world and its surroundings could look good, without mistakes and naturally, and the vehicles could be arranged a little more separately to emphasize their shapes, etc.
Is it possible to add something like this in GTA V as something that we could use in GTA IV?
[BUILDING]
WindowLightIntensity = 1.5
If nothing from what I wrote is possible, ignore me and my requests / dreams Best wishes.
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Re: GTA 5 0.351
Shurato
Because those mods do the same and its their main feature which give them colors as they do have.
Remix
If you mean black/white/other as colors of cars, it is not possible, because there is no white or black like that, cars can be textured and not pure color at all, so the computation must be used by some blending factor with attempt to detect how much color is black or white. I cannot do this in shaders, because too many of them and for sure i will miss some of them, so i cant handle textured cars, like police with part black and part white. Also "other" color type do not suit to all kind of colors, bright colors are equal to white in real life by most factors, so bright red cant be compared to dark brown. Some other trick should be made. And about emitter back/front or tires, there are no things like that available in the game as i remember, all are same. I will check tomorrow, but if i didnt that, then most likely not.
Because those mods do the same and its their main feature which give them colors as they do have.
Remix
If you mean black/white/other as colors of cars, it is not possible, because there is no white or black like that, cars can be textured and not pure color at all, so the computation must be used by some blending factor with attempt to detect how much color is black or white. I cannot do this in shaders, because too many of them and for sure i will miss some of them, so i cant handle textured cars, like police with part black and part white. Also "other" color type do not suit to all kind of colors, bright colors are equal to white in real life by most factors, so bright red cant be compared to dark brown. Some other trick should be made. And about emitter back/front or tires, there are no things like that available in the game as i remember, all are same. I will check tomorrow, but if i didnt that, then most likely not.
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Re: GTA 5 0.351
Any chance you can let us modify ILAmount for Day / Evening / Night etc? It would help balance things out.
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Re: GTA 5 0.351
Maybe. But this parameter must be 1 actually, even when it's 2, in some cases obvious too big and annoying. I think more important to improve quality of effect, because at this moment range parameter is bad compromise. Anyway, i do not want to think about modding of this game, did enough already to give photorealistic pictures when using with mods like Natural Vision, evrything else can be done with modding tools which already exist for this game.
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