AgainstAllAutority
If bokeh brightness is higher than brightness of pixels below, it's bad dof, do you understand that? And if user did realistic dof with aperture changes, which affect overall screen brightness, it must be processes with adaptation.
Boris
Thank you for update ^^
Excited to try it already
Take a break and take your time, hope your not too tired.
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ENBSeries wrote:AgainstAllAutority
If bokeh brightness is higher than brightness of pixels below, it's bad dof, do you understand that? And if user did realistic dof with aperture changes, which affect overall screen brightness, it must be processes with adaptation.
i do, as i said, for artistic reasons i multiply brightness to make it more visible (and thats an easy fix for me). Yet problem seems to be deeper - i have a feeling that some specular surfaces in game can have greater brightness then sun or light source. Try to look towards horisont at 9-10 am in sanctuary hills - there few puddles on the ground, that can be brighter then sun. Maybe thats caused by water texture mod. I'll check it
You are correct that Bethesda half-assed their PBR. First of all they only used specular PBR, meh. Secondly, there are no global materials at all. For example one door has its own metal material, and then another door has a seperate metal material - even if they are the same kind of metal. Additionally, in these materials the reflections can be multiplied above the amount of light they receive... Kinda takes the whole point out of using PBR.
EDIT: And as you mentioned, most puddles have full-white specular reflections.
Version updated, download again
Added tempInfo2 parameter to external shaders. Was requested.
Stop talking about PBR, i've said already that it do not exist in F4. Half of the game, almost every aspect of it engine is described by following picture
AgainstAllAutority
Do not multiply brightness and do not apply any non-linear functions to it to get bigger difference between bright and dark pixels. Such tricks only works with perfect games, with high quality antialiasing (not smaa, fxaa or txaa) and special math for aliased specular rendering. The only thing you can do is to compute intensity limit for small number separated pixels compared to bigger area of pixels, it's like denoising algorithm for bright noise only.
--JawZ-- wrote:ibbanez
Boris has not yet implemented any time and/or location separations to the controls yet.
And this is why I ask you people who are smarter than me Im being a tard, I see the option, and I'm like must modify ;p .... Why is it so hard to find good complete tutorial and walkthrough's or even classes on learning how to write post process shaders. Sheesh... It's like its this taboo subject or something, sheesh. lol