Marty McFly wrote:I can quickly write a thread for people to readd that feature.
Marty
Do you have the time to write that palette thing ? Should be interesting for some.
On a side note, I just wrote some pieces of code to have dynamic rotating bokeh shapes and variable intensity of bokeh for your code. Simply Timer related. Is that of some interest for you ?
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Madpaddy
Don't worry, i received it. And night/day separation will be done ASAP, i need to learn engine well enough first.
tapioks
No, if you want to exclude something from dof, make a distance mask in dof shader. I can't draw separate mask just for first person models and pass it to dof shader or cut automatically after it.
Adaptation should work, code is the same as in Fallout 4.
It doesn't work for me at all. I tried a lot of things, but all I ever got from the adaptation sampler was 0, even changing the end of the effect file to just return 1. Default settings, too.
Oyama, rotating bokeh shape is on feature list of the ReShade equivalent of my DOF and will be added soon to the ENB version. Adding time based jitter for bokeh intensity etc is something I don't really like, same as these weird lens shaders that had moving lens sprites.
roxahris: experiencing the same, enb adaptation is always 0.
Marty, all right then.
Anyway, I tested the variable intensity and it's anything but weird, since you set amplitude and frequency factors, along a rather dampened speed. Looks quite natural in game indeed.
Will look forward your dynamic rotation.
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I was actually never able to get ENB's adaptation to work for Fallout 4 either, because it behaved opposite from my expectations, as shown in this older video where looking at a darker scene causes the image DARKER instead of LIGHTER, etc.:
ENBSeries wrote:Madpaddy
Don't worry, i received it. And night/day separation will be done ASAP, i need to learn engine well enough first.
tapioks
No, if you want to exclude something from dof, make a distance mask in dof shader. I can't draw separate mask just for first person models and pass it to dof shader or cut automatically after it.
Adaptation should work, code is the same as in Fallout 4.
Ok cool glad you got it, no rush and thanks again.
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