Shelter from Magnus' Blaze 3

Post » Fri May 13, 2011 7:29 pm

Someone pointed out some of the leading gallery screens looked a bit overdone with DoF, I think the low-light pupil adapation coefficient made it blur twice as much as usual in dark areas. I chopped a few pics off the gallery because they don't look so hot in retrospect. How do people find the DoF in interiors at the moment?
I have been using the following changes to the DoF variables for some time:
static float blur_radius = 0.25;
static float blur_falloff = 1.5;

The DoF you guys have been including by default is far too strong imo, these values are much more subtle.
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Racheal Robertson
 
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Post » Sat May 14, 2011 12:25 am

cant start it on vista64, gtx280 :\ same with the mge SVN builds, cant start any version, the only that works is 3.8.0...

i really would like to use those sunshaft shaders ....
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Megan Stabler
 
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Post » Fri May 13, 2011 12:54 pm

This thread is getting a bit long, I'm starting a new one.
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Heather Kush
 
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Post » Fri May 13, 2011 1:36 pm

This thread is getting a bit long, I'm starting a new one.

OK, post limit. http://www.gamesas.com/index.php?/topic/1164388-shelter-from-magnus-blaze-3/
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Tiff Clark
 
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