MGE screenshot thread

Post » Fri May 27, 2011 5:46 pm

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc02/Morrowind-MGE-Shadeofwater.jpg


MGE shaders:
Polik's Gimp 1.3
Knu's SSAO
Knu's DoF
enbkiller

No enbseries. ;)


Theres no photoshop in this at all??
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Alyna
 
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Post » Fri May 27, 2011 1:05 pm

Theres no photoshop in this at all??

If you are asking the shade of the gondolier, it is a bug generated by SSAO and alpha of the water. Overall, there is no photoshop. With Enbkiller shader(I can find a better name), customized saturation, brightness, contrast, highlights, shadows, blur and even posterize are possible.

float brightness = 1.0f;float shadows =  1.01f;float highlights = 1.01f;float contrast =  1.0f;float saturation = 0.56f;....

It looks like this in the code. Easy to customize. But I will try to make it as a mod accessible in game.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 2:50 pm

If you are asking the shade of the gondolier, it is a bug generated by SSAO and alpha of the water. Overall, there is no photoshop. With Enbkiller shader(I can find a better name), customized saturation, brightness, contrast, highlights, shadows, blur and even posterize are possible.

float brightness = 1.0f;float shadows =  1.01f;float highlights = 1.01f;float contrast =  1.0f;float saturation = 0.56f;....

It looks like this in the code. Easy to customize. But I will try to make it as a mod accessible in game.

The quesion stands... What is enbkiller? except it aims to do what ENB does but better? What is it trying to mimic?
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carly mcdonough
 
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Post » Fri May 27, 2011 3:17 pm

The quesion stands... What is enbkiller? except it aims to do what ENB does but better? What is it trying to mimic?


Well im guessing it's MGE compatibile enb's effect file
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Cameron Garrod
 
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Post » Fri May 27, 2011 8:15 am

The quesion stands... What is enbkiller? except it aims to do what ENB does but better? What is it trying to mimic?



Well im guessing it's MGE compatibile enb's effect file


I can't say better, I am not to judge. But as Bahamut explained, Enbseries effect.txt lets user to change brightness, contrast, saturation etc. This shader does the same but as a single MGE shader.
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Marine Arrègle
 
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Post » Fri May 27, 2011 2:27 pm

Vtastek, is that enbkiller shader released anywhere? It's the last addition to my shader list that I would be interested in.
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Kelsey Hall
 
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Post » Fri May 27, 2011 10:35 am

Vtastek, is that enbkiller shader released anywhere? It's the last addition to my shader list that I would be interested in.

Same, I'd like to get some of the ENB features back without all the bugs. :)
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Sunny Under
 
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Post » Fri May 27, 2011 6:12 pm

Vtastek, is that enbkiller shader released anywhere? It's the last addition to my shader list that I would be interested in.


Same, I'd like to get some of the ENB features back without all the bugs. :)


I want it to be accessible in game. A gui to control variables and store them as presets. I plan to provide some default presets as well as user defined presets. This can benefit from peachykeen's shader flags too, like inside-outside-underwater-(Solstheim?). The problem is my scripting abilities is none. :spotted owl:

Consider this as a WIP. If I can't make it in time(I mean if it takes longer than I expected), then the shader will be released as is. :turtle:
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Kim Bradley
 
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Post » Fri May 27, 2011 5:12 pm

http://ozymandias.myphotoalbum.com/view_photo.php?set_albumName=album01&id=mge_screenshot_26

http://ozymandias.myphotoalbum.com/view_photo.php?set_albumName=album01&id=mge_screenshot_31
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Symone Velez
 
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Post » Fri May 27, 2011 6:33 am

I decided to edit knu's SSAO to avoid the black oil look I was getting.

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Flee.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Ministry58.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Morrowind45.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-MyBigMoons.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Rocks2.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-SSAO.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Vivec53.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-Vivecaerial64.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-bridgeunder21.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-fromebonheart32.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-goodguardeadguar.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-housekeepeer.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-insidetheruins.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-isshebored.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-levitate74.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-no.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-to.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-violence.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-posebabypose.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-shadows11.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-water04.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc03/Morrowind-MGE-water37.jpg

A new queue:
Knu's SSAO tweaked.
Knu's DoF.
Polik's Gimp 1.3.
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Claudia Cook
 
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Post » Fri May 27, 2011 10:28 am

vtastek,

What did you tweak in order to fix the odd black outline effect in SSAO?
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Gaelle Courant
 
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Post » Fri May 27, 2011 7:24 pm

vtastek,

What did you tweak in order to fix the odd black outline effect in SSAO?

SSAO shader creates a white plate. Then creates the occlusion outlines. Pure black. Then combines it with raw image. I intervened before the combine and made one more pass: ambientcolorize. My idea was to mix it with more white and colorize it to ambient color in the morrowind.ini. Shades must show ambient color, mustn't it? That's my idea anyways.

At the end the contrast and color of occlusion must reflect sun, sky, ambient colors and fog amount. (High fog amounts will diffuse light even more and cancel SSAO effects completely in my point of view.)
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kirsty williams
 
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Post » Fri May 27, 2011 1:52 pm

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg
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Rozlyn Robinson
 
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Post » Fri May 27, 2011 10:43 am

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg

Haha, Looks almost real!

Only question...

Does the water actually look that way and how? I mean, didn't know the depth effects ever looked that swell.

EDIT: I miss Harlanrm's ocean waves and vivec sewer grates waves o_O
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Jon O
 
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Post » Fri May 27, 2011 12:55 pm

Haha, Looks almost real!

Only question...

Does the water actually look that way and how? I mean, didn't know the depth effects ever looked that swell.

:whisper: It is not all about depth effects. But yeah, I edited depth effects as well. ;)

Edit: If there was no photoshop, that screenshot wouldn't be there. I used lots of photoshop there (and I missed fligg's workshop in the mean time. :sadvaultboy:): ). But the screen is %100 in-game. The problem with existing water is real easy to point.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/MGE-this_is_not_real.jpg

As seen the coast textures are wrong in so many levels. Before MGE and depth effects, this can be ignored but not now. All the coast lines need repaint(as a texture replacer- texture artist don't miss underwater, they need attention too), they also need proper blending to wilderness. And finally wilderness default land texture must be colored with deep blue.

Edit2: Rather than painting in cs, I directly painted world.dds.
And find this line in ingame.fx to change depth effects.
//Make transition between actual refraction image and depth color depending on water depth   Result = lerp( _depthcolor, Result, pow(1-saturate(depth/3000),7) * fog);


I am not sure if it is the right line, and if I changed it right. But I get the effects I needed. There is also this line for eye fresnel, I think.
//Factor for near-coast water   float coastfactor = pow(saturate(1-depth/250),16);

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Donatus Uwasomba
 
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Post » Fri May 27, 2011 7:23 pm

:whisper: It is not all about depth effects. But yeah, I edited depth effects as well. ;)

Edit: If there was no photoshop, that screenshot wouldn't be there. I used lots of photoshop there (and I missed fligg's workshop in the mean time. :sadvaultboy:): ). But the screen is %100 in-game. The problem with existing water is real easy to point.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/MGE-this_is_not_real.jpg

As seen the coast textures are wrong in so many levels. Before MGE and depth effects, this can be ignored but not now. All the coast lines need repaint(as a texture replacer- texture artist don't miss underwater, they need attention too), they also need proper blending to wilderness. And finally wilderness default land texture must be colored with deep blue.

Edit2: Rather than painting in cs, I directly painted world.dds.
And find this line in ingame.fx to change depth effects.
//Make transition between actual refraction image and depth color depending on water depth   Result = lerp( _depthcolor, Result, pow(1-saturate(depth/3000),7) * fog);


I am not sure if it is the right line, and if I changed it right. But I get the effects I needed. There is also this line for eye fresnel, I think.
//Factor for near-coast water   float coastfactor = pow(saturate(1-depth/250),16);

I was hoping for an explanation. I might try this, and play with it myself.

Right... I can't... DAMN LAPTOP!
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Dale Johnson
 
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Post » Fri May 27, 2011 9:13 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg
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Esther Fernandez
 
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Post » Fri May 27, 2011 6:39 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg

Wohoo! Awesome stuff. :shocking: :intergalactic: :shocking:

How's that working? Is it based on Peachy's work? How are FPS? Dude, i'm really excited about this! :ahhh:

Could need some additional culling to avoid drawing the 'dark rays' over light areas (e.g sky).

Edit:
Or maybe just changing the 'blending mode' (excuse my photoshop vocabular, but I'm not used to the correct shader programming terms) of the ray to something that only recognizes only the lights. Like the blending mode 'screen' in photoshop. I think it's inverse multiply (maybe that helps :shrug: )
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M!KkI
 
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Post » Fri May 27, 2011 8:03 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg



That is...sensational to say the least!
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Carlitos Avila
 
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Post » Fri May 27, 2011 10:21 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg

o_O

Totally AWESOME =)
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Unstoppable Judge
 
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Post » Fri May 27, 2011 5:49 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg


Woah, that looks great! :drool:
Can't wait to see a couple of releases from you vtastek, all your projects look awesome. ^_^
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Code Affinity
 
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Post » Fri May 27, 2011 3:42 pm

Thank you guys. This is a version of http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html technique from GPU Gems.

http://mgeshaderlib.50.forumer.com/viewtopic.php?f=15&t=37

Wohoo! Awesome stuff. :shocking: :intergalactic: :shocking:

How's that working? Is it based on Peachy's work? How are FPS? Dude, i'm really excited about this! :ahhh:

Could need some additional culling to avoid drawing the 'dark rays' over light areas (e.g sky).

Edit:
Or maybe just changing the 'blending mode' (excuse my photoshop vocabular, but I'm not used to the correct shader programming terms) of the ray to something that only recognizes only the lights. Like the blending mode 'screen' in photoshop. I think it's inverse multiply (maybe that helps :shrug: )

Who's Peachy? :P It was his shaders workshop, after that I experienced a total enlightenment. And you're right about blending, I just blended it (was very eager to see the results), I will apply a better blending.

Woah, that looks great! :drool:
Can't wait to see a couple of releases from you vtastek, all your projects look awesome. ^_^

I am still not very confident about myself, I would probably be those guys who just show but never release. No, I will try to not do that. I just launched 7-10 WIPs on my desktop. Wish me luck. :)

The first release from me will be the http://mgeshaderlib.50.forumer.com/viewtopic.php?f=15&t=16

I think Peachy hasn't seen this yet. It will be a big surprise for him. :P
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Claudia Cook
 
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Post » Fri May 27, 2011 10:57 am

In the mean time I was working:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/GodRays/testing1.jpg



Quite excellent! :thumbsup:
Beat me too it. If you want the sun location code, I have that (unless you made your own).
Also, to avoid those dark rays, might I recommend running a bright pass over the depth buffer first? That should fix your problem. Just brightpass it, then radial blur from the sunpos.

Edit: Also, I have a chart of sun position at time of day, and what the various vectors mean in the game-world (using it for raycasting).
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Bedford White
 
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Post » Fri May 27, 2011 9:29 am

Quite excellent! :thumbsup:
Beat me too it. If you want the sun location code, I have that (unless you made your own).
Also, to avoid those dark rays, might I recommend running a bright pass over the depth buffer first? That should fix your problem. Just brightpass it, then radial blur from the sunpos.

Edit: Also, I have a chart of sun position at time of day, and what the various vectors mean in the game-world (using it for raycasting).

I can use any help. You should see me writing it, I was like:
"Lets add 0.4 and multiply with 12. Oh it works, how fabulous."
"Let's try to combine them, oh wait I didn't write the code yet, they combined on their own!!! Am I lucky or what? Hmm, there are visible edges, where they come from? Let's add some dark to get rid of them."(here I made a dark pass, you suggest a bright pass right? That was my mistake I guess.)
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Tamara Dost
 
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Post » Fri May 27, 2011 2:38 pm

I can use any help. You should see me writing it, I was like:
"Lets add 0.4 and multiply with 12. Oh it works, how fabulous."
"Let's try to combine them, oh wait I didn't write the code yet, they combined on their own!!! Am I lucky or what? Hmm, there are visible edges, where they come from? Let's add some dark to get rid of them."(here I made a dark pass, you suggest a bright pass right? That was my mistake I guess.)


Heh, that's how I make mine too. Just play with the numbers until they look good!

As for passes... It depends. Since depth is higher further away, something like this should help:
depth = smoothstep(25000, 25001, tex2D(sDepth, Tex).r);

With that, all sky is white and everything else is black (roughly).
Then you blur that, and only the sky generates god rays.
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Steeeph
 
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