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[Fallout4] Histogram based Adaptation

Posted: 28 Nov 2016, 17:35
by kingeric1992

Code: Select all

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
// ENBSeries Fallout 4 adaptation file, hlsl DX11                   //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//  Histogram based adaptation by kingeric1992                      //
//      based on the description here:                              //
//  https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/AutomaticExposure/
//                                                                  //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
Image


Adapted to brighter scene:
Image

and to a darker scene:
Image
enbadaptation.fx
Nov.23.2016
(7.35 KiB) Downloaded 1697 times
=================================

And a tiny tool to visualize the adaptation level: (shown in bottom right corner above)

Code: Select all

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
// ENBSeries Fallout 4 adaptation file, hlsl DX11                   //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//  Adaptation Level Visualizer by kingeric1992                     //
//                                                                  //
//  Usage: Include this file in enbeffect.fx, then add              //
//                                                                  //
//          pass ADAPT_TOOL_PASS                                    //
//                                                                  //
//  after other passes in a technique.                              //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
like this:

Code: Select all

#include "enbeffect_AdaptTool.fxh"

technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";> 
{
	pass p0
	{
		SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
		SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
	}
    
	pass ADAPT_TOOL_PASS
}
enbeffect_AdaptTool.fxh.txt
Nov.29.2016

the .txt extension is to bypass file restriction in the forum.
(2.51 KiB) Downloaded 1455 times

Re: [Fallout4] Histogram based Adaptation

Posted: 28 Nov 2016, 17:47
by Oyama
Nice one. Waiting to download and try it.
Thanx.

Re: [Fallout4] Histogram based Adaptation

Posted: 28 Nov 2016, 18:18
by tapioks
Wowza! Eric, your generosity knows no bounds :)

Re: [Fallout4] Histogram based Adaptation

Posted: 28 Nov 2016, 18:20
by kingeric1992
Some notes here,

The luminance detection range is hard coded to -9 (2^-9) to 3 (2^3), which is the range of most of the scene in FO4 I think, judged by histogram bin reassignment. Can't say for sure if it is the same for Skyrim SE. (in Skyrim, it is about 2^-5 to 2^2)

Secondly, I've compared the result of using 16x16 texture input and 683x384, they're roughly the same in most of the times, with maximum deviation of 1/64 stops in certain cases.

Thirdly, for eye adaptation, the adaptation time should be longer to have a nice and subtle transition between scenes,
for auto exposure, the adaptation time should be instantaneous.

Re: [Fallout4] Histogram based Adaptation

Posted: 28 Nov 2016, 19:27
by Oyama
Copy that.

Re: [Fallout4] Histogram based Adaptation

Posted: 29 Nov 2016, 12:36
by wolfgrimdark
Thank you for sharing this. I still play a ton of FO4 and haven't used any of the adaption ENB for it yet. Downloaded and going to see if I can figure it out well enough to add to my presets. Always appreciative of all the work you do!

Re: [Fallout4] Histogram based Adaptation

Posted: 30 Nov 2016, 11:59
by roxahris
Oh, this looks fantastic! Thank you very much!

Re: [Fallout4] Histogram based Adaptation

Posted: 30 Nov 2016, 14:29
by Guzio
Very useful. Works great in Skyrim SE. Thank you kindly, as always :D

Re: [Fallout4] Histogram based Adaptation

Posted: 12 Mar 2017, 12:03
by PulseR HD
hopefully this can fix The Institute and start of the game for me

Re: [Fallout4] Histogram based Adaptation

Posted: 23 Mar 2017, 11:08
by PulseR HD
hi i am trying to get this to work only effecting the start of the game and the institute but i cant find any values that will leave the rest of the game alone and and effect these to place enough anyone know how to help