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TES Skyrim/Fallout New Vegas : Bokeh Depth of Field - 0915v2

Posted: 09 Sep 2012, 18:07
by gp65cj04
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Parametes :

#define NOT_BLURRING_SKY_MODE // not blurring the sky, enable this mode will use Gaussian blur only (DEPTH_OF_FIELD_QULITY 0) .
#define DEPTH_OF_FIELD_QULITY 3 // form 0 to 7, higher is more samples.
#define AUTO_FOCUS // enable auto focus
#define TILT_SHIFT // enable tilt shift
#define POLYGONAL_BOKEH // use polygonal shape bokeh or circular bokeh
#define POLYGON_NUM 5

// for auto focus
float2 FocusPoint=float2(0.5, 0.5); // the point you want to focus.
float FocusSampleRange=1.00; // sampling range of foucs, 0 is FocusPoint only
float NearBlurCurve=1.00; // control the blur from near to focal plane, higher is less blur
float FarBlurCurve=1.00; // control the blur from focal plane to far away, higher is less blur
float DepthClip=150.0; // the max distance you can see clear, over this distance will be blurred, no matter it's on focus or not.

// for static dof
float FocalPlaneDepth=0.50;
float FarBlurDepth=50.00; // the blur will increase from FocalPlaneDepth to FarBlurDepth

// for tilt shift
float TiltShiftAngle=30.0; // it will rotate the focal plane

// common

float BokehBias=2.00;
float BokehBiasCurve=0.75;
float BokehBrightnessThreshold=1.00; // any bright source that its brightness over BokehBrightnessThreshold
float BokehBrightnessMultipiler=2.00; // will increase its brightness by BokehBrightnessMultipiler.
float RadiusSacleMultipiler=4.00; // blur radius affects the size of bokeh

// noise grain
float NoiseAmount=0.35; // the max noise grain amount
float NoiseCurve=0.50; // lower the value, the noise grain will increase faster when out of foucs.


float ChromaticAberrationAmount=0.25; // the intensity of chromatic aberration
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------------------------------------- update 0910 -------------------------------------

Fixed incorrect bokeh shape.

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------------------------------------- update 0911 -------------------------------------

Rewirted the auto focus code, it's more smooth now.
Fixed BokehBrightnessMultipiler parameter.

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Static dof with qulity 0 (Gaussian blur only, so it's fast)
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------------------------------------- update 0912 -------------------------------------
Added a new mode "NOT_BLURRING_SKY_MODE" for blurring lods only and not affecting the sky.
Enable this mode will use Gaussian blur only because of quality reason.

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------------------------------------- update 0913 -------------------------------------
Improved performance.
Improved chromatic aberration.

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------------------------------------- update 0915 -------------------------------------

Added tilt-shift feature
------------------------------------- update 0915 v2-------------------------------------

Added noise grain into blur
(the code is copied from effect.txt)


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Re: TES Skyrim : Bokeh Depth of Field

Posted: 09 Sep 2012, 18:13
by icelaglace
God, that's why we needed multi-pass for ADOF, mate. Right? haha.
Excellent mate. -claps- :mrgreen:

Re: TES Skyrim : Bokeh Depth of Field - update 0910

Posted: 10 Sep 2012, 17:56
by Confidence-Man
The shape is nice, but I don't think the autofocus is working entirely right.
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Shouldn't the distance here be in focus? If I'm just looking at the landscape it's fine, but looking through the arch like that makes the dof kick in.

Also the bokehbrightnessmultiplier affects even the things in focus, so pretty much anything on the screen that's bright becomes brighter. Candles become like strobe lights for example.

Re: TES Skyrim : Bokeh Depth of Field - update 0910

Posted: 10 Sep 2012, 18:12
by gp65cj04
Confidence-Man wrote:The shape is nice, but I don't think the autofocus is working entirely right.
Image
Shouldn't the distance here be in focus? If I'm just looking at the landscape it's fine, but looking through the arch like that makes the dof kick in.

Also the bokehbrightnessmultiplier affects even the things in focus, so pretty much anything on the screen that's bright becomes brighter. Candles become like strobe lights for example.
Thanks for report.
I will fix this in the next update. :)

Re: TES Skyrim : Bokeh Depth of Field - update 0910

Posted: 11 Sep 2012, 06:32
by gp65cj04
gp65cj04 wrote:
Confidence-Man wrote:The shape is nice, but I don't think the autofocus is working entirely right.
Shouldn't the distance here be in focus? If I'm just looking at the landscape it's fine, but looking through the arch like that makes the dof kick in.

Also the bokehbrightnessmultiplier affects even the things in focus, so pretty much anything on the screen that's bright becomes brighter. Candles become like strobe lights for example.
Thanks for report.
I will fix this in the next update. :)
Updated now. :D

Re: TES Skyrim : Bokeh Depth of Field - update 0911

Posted: 11 Sep 2012, 12:11
by Unreal
How could i disable the chromatic aberration?

Awesome work ;)

Re: TES Skyrim : Bokeh Depth of Field - update 0911

Posted: 11 Sep 2012, 12:58
by gp65cj04
Unreal wrote:How could i disable the chromatic aberration?

Awesome work ;)
Set DoFDistortionAmount to 0. ;)

Re: TES Skyrim : Bokeh Depth of Field - update 0911

Posted: 11 Sep 2012, 13:33
by biz
Wow this DoF is amazing. One thing I noticed is that it seems to blow out the bloom with the settings I'm using. Is there anyway to control that in the prepass file or is just part of the package and I need to adjust accordingly?

//Screenshots using out of the box DOF settings unless noted


DOF=OFF (My normal settings)

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DOF=ON, DEPTH_OF_FIELD_QULITY=3

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DOF=ON, DEPTH_OF_FIELD_QULITY=0

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thanks and great work!

Re: TES Skyrim : Bokeh Depth of Field - update 0911

Posted: 11 Sep 2012, 14:21
by gp65cj04
biz wrote:Wow this DoF is amazing. One thing I noticed is that it seems to blow out the bloom with the settings I'm using. Is there anyway to control that in the prepass file or is just part of the package and I need to adjust accordingly?

//Screenshots using out of the box DOF settings unless noted


DOF=OFF (My normal settings)

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DOF=ON, DEPTH_OF_FIELD_QULITY=3

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DOF=ON, DEPTH_OF_FIELD_QULITY=0

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thanks and great work!
Try to tweak the parameters below, they will affect the brightness.

// common
float BokehBias=0.0;
float BokehBiasCurve=1.25;
float BokehBrightnessThreshold=1.0;
float BokehBrightnessMultipiler=0.0;

Re: TES Skyrim : Bokeh Depth of Field - update 0911

Posted: 11 Sep 2012, 14:25
by CosmicBlue
Wow, this looks like tilt-shift. I love tilt-shift. I'll try that too.