[Relz] Vurt's Weather Settings for Bloom

Post » Mon Mar 14, 2011 1:47 pm

the version on PES when you look of into the distance the fog looks a blue hue, which makes the night look more interesting
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Mon Mar 14, 2011 10:08 pm

I've always disliked how with every bloom shader I've tried, it becomes far too bright under certain lighting conditions, so it's good that you decided to share these settings, perhaps with them, the game will look more appealing with bloom.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Tue Mar 15, 2011 1:07 am

Could someone explain to me what do those variables stand for?

[LightAttenuation]
UseConstant=1
ConstantValue=http://forums.bethsoft.com/index.php?/topic/1048188-relz-vurts-weather-settings-for-bloom/0.191
;
OutQuadInLin=1

Also, Vurt made it look as if you can use both linear and quadratic lighting at the same time. Is that so? I always thought it was an 'either/or' situation. :stare:
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Tue Mar 15, 2011 4:28 am

Could someone explain to me what do those variables stand for?

[LightAttenuation]
UseConstant=1
ConstantValue=http://forums.bethsoft.com/index.php?/topic/1048188-relz-vurts-weather-settings-for-bloom/0.191
;
OutQuadInLin=1

Also, Vurt made it look as if you can use both linear and quadratic lighting at the same time. Is that so? I always thought it was an 'either/or' situation. :stare:

The OutQuadInLin (outside: quadratic, inside: linear) line combines them. I'm not sure as to the use constant, but it may be either a constant boost/additive or multiplier (wouldn't make sense to multiply by 0.191 though).
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue Mar 15, 2011 5:33 am

The OutQuadInLin (outside: quadratic, inside: linear) line combines them. I'm not sure as to the use constant, but it may be either a constant boost/additive or multiplier (wouldn't make sense to multiply by 0.191 though).


Thanks, you cleared things out a bit for me.
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Mon Mar 14, 2011 5:28 pm

Hm... I experience some flickering when staring at the night sky. It's happening both with SWG's textures and Vurt's replacer. Also, my UI tend to black out. This happens only at night... I did apply SWG's night sky fix. Any ideas? :(
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Mon Mar 14, 2011 10:56 pm

ImprovedWaterCaustic06a


The link to this page is broken.

Also, are these settings/shaders still up to date? I have never really taken full advantage of MGE's improvements, not being big on graphics myself. I have finally given in to the lure of pretty screenshots and water and decided to give it a go but there is a lot of choice on shaders/bloom/water etc and I have decided to use this post as a first reference.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Mon Mar 14, 2011 6:20 pm

Looks amazing Vurt! Will definitely be using this and most of your other mods when I reinstall this summer :)
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon Mar 14, 2011 5:44 pm

The link to this page is broken.

Also, are these settings/shaders still up to date? I have never really taken full advantage of MGE's improvements, not being big on graphics myself. I have finally given in to the lure of pretty screenshots and water and decided to give it a go but there is a lot of choice on shaders/bloom/water etc and I have decided to use this post as a first reference.

The latest beta revision of MGE has the water caustics built into them, you no longer need the separate shader.

IIRC the separate shader was included in Phal's improved water shader (which is also used in the last beta revision).
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Tue Mar 15, 2011 2:52 am

It's been a long time since I've made any shaders, but I have a graduated bloom shader. It's like bloom but it fades out the sky bloom above the horizon. It could be combined with any bloom shader, but I'm not sure if it should given the shader proliferation. In my opinion MGE should cut the available by default shaders to the useful ones.
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Tue Mar 15, 2011 2:28 am

It's been a long time since I've made any shaders, but I have a graduated bloom shader. It's like bloom but it fades out the sky bloom above the horizon. It could be combined with any bloom shader, but I'm not sure if it should given the shader proliferation. In my opinion MGE should cut the available by default shaders to the useful ones.

Just adding a new folder will do it, imo. High-end or educational.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Mon Mar 14, 2011 10:16 pm

[quote name='vurt' date='20 October 2009 - 12:31 AM' timestamp='1255959081' post='15220851']
Yeah there's some banding, i guess the texures don't blend that well with some colors.

I'm gonna look into the quadratic lightning, i'm not really pleased with how fast light sources fade, would be great if it could be fixed!


That would be fabulous if it could be done. I have tried upping the QuadraticRadiusMult= to 1.5 0r 2.00. Any higher than that it starts to look really strange and the light still fades really fast even if you up it to 10. The real lights mod in Oblivion had some real issues but it really improved the light from light sources. I hope you find a way to fix it
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Tue Mar 15, 2011 4:18 am

src="http://www.mediafire.com/?yxnmq2uqyzz"]Try this.[/url]
If it's too harsh, up the key value. I have it around 0.7 for strong HDR, 0.9 will be pretty soft. I think somewhere in the 0.78-0.86 area will be decent.
[/quote]

Wow this shader had a really strange effect in game, a glittering world with the brighest stars Iv'e ever had. it was like the effect you get if you really darken gamma. In fact I could get a it to look somewhat more normal by lightening Gamma. I haven't played with Vurts ini setting yet at the moment i'm using a mix of AOF & SWF's darker nights . I will experiment some more with this after tweaking my ini settings
[
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Mon Mar 14, 2011 5:00 pm

I noticed in your screenshots, the sky is very over-bloomed. I don't know if you mind that, but if you do (and are using trueBloom g6_3), you might want to try using g6_i6. There's some differences in color, but it has a fix for the sky and hands getting over-bright like that. If you don't like it, you (or I) can copy the fix code back to g6_3 (although it does require depth info from rev118).


Some differances in color !! I.ve just been looking at them in winmerge & it seems that almost every setting has been changed. I think I found the code to remove bloom from the sky & hands well the setting to turn it off anyway . most of the Const float settings are lower in 3.6 than the are in i6 but I'm totally in the dark here, I'm not sure what effect either raising or lowering these settings have. Well Iv'e been having a read & to my suprise I can sort of understand whats going on but it seems that almost all settings have been changed between the 2 versions & it looks like the HDR that was there is gone.
I really like this line
define BLOOM_QUALITY 4
// This controls the quality of the bloom. 1 is basic, cheap bloom (twice-blurred), 2 is standard g6 quality, and 3 is SM3.0 high-quality bloom. so what is 4 then ?
& it looks like it might be a good idea to lower that to 3 or less to keep the frames up. Iv'e gotta get off here and go to bed I'm starting to not make any sense Beebee
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Mon Mar 14, 2011 7:04 pm

The OutQuadInLin (outside: quadratic, inside: linear) line combines them. I'm not sure as to the use constant, but it may be either a constant boost/additive or multiplier (wouldn't make sense to multiply by 0.191 though).


Peachykeen what would make sense there? I have seen many other settings on that line as well. Iv'e seen so many different settings for Linear, Quad & constant that by now I,m rather confused :rolleyes:
It would be lovely to have a forum on the lines of the SWG has set up for his sky's

http://www.gamesas.com/index.php?/topic/1020879-breaking-down-weather-ini-settings/page__gopid__16398899&#entry16398899

I use WinMerge & can play with his settings & have his comments available right there on what each setting does as I go, which is a really useful learning tool
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Mon Mar 14, 2011 11:35 pm

i have installed Vurt's skies and weathers and all required other add-ons and files, colors are great even if a little too bright, my problem:
i am short-sighted playing in third person view, all is blurred, it seems to work well in first person view even if NPC and objects too closed to my character are blurred
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue Mar 15, 2011 3:56 am

Late reply, but...

Some differances in color !! I.ve just been looking at them in winmerge & it seems that almost every setting has been changed. I think I found the code to remove bloom from the sky & hands well the setting to turn it off anyway . most of the Const float settings are lower in 3.6 than the are in i6 but I'm totally in the dark here, I'm not sure what effect either raising or lowering these settings have. Well Iv'e been having a read & to my suprise I can sort of understand whats going on but it seems that almost all settings have been changed between the 2 versions & it looks like the HDR that was there is gone.
I really like this line
define BLOOM_QUALITY 4
// This controls the quality of the bloom. 1 is basic, cheap bloom (twice-blurred), 2 is standard g6 quality, and 3 is SM3.0 high-quality bloom. so what is 4 then ?
& it looks like it might be a good idea to lower that to 3 or less to keep the frames up. Iv'e gotta get off here and go to bed I'm starting to not make any sense Beebee


Yes, HDR was removed. It doesn't belong in a bloom shader like that, really. I might be able to work it back in, but I like the effect better without. Until I can tie the bloom cutoff to HDR and leave the screen untouched in general, HDR will remain out of the trueBloom series. Especially considering the series is pretty much retired, I have other techniques in the works.

As far as everything changing, well... it was a little difference in color. :P With a shader like that, a lot of widespread changes are needed to make things balance and blend nicely, just changing one technique won't do much.

On the settings, what happens depends on the setting. I think I commented most of them pretty well, but just playing with them will give you a good idea of what goes on (if you think one should be changed, change it by 5 times what you think will work, then fine tune from there). The quality variable controls how many passes and how many loops are done in each pass, and (at 3+) actually changes the shader from SM2.0 to SM3.0. 1 has little performance hit, 2 has a small (4-6 FPS), and 3 generally has ~20 FPS hit on my system (slightly less than the SSAO shader). I don't remember if I implemented a fourth level or just set it there for testing. Decreasing that will bring framerate up noticeably, on most system.


Peachykeen what would make sense there? I have seen many other settings on that line as well. Iv'e seen so many different settings for Linear, Quad & constant that by now I,m rather confused :rolleyes:
It would be lovely to have a forum on the lines of the SWG has set up for his sky's

http://www.gamesas.com/index.php?/topic/1020879-breaking-down-weather-ini-settings/page__gopid__16398899&#entry16398899

I use WinMerge & can play with his settings & have his comments available right there on what each setting does as I go, which is a really useful learning tool

I'm not sure, it's really a matter of playing with it to suit your tastes. What do you mean by "lovely to have a forum"? I do host a forum for MGE-related things, as well some other shader projects for other games. I'm transferring the old MGE shader library content over now, although that's taking a long time (the free host disabled database exports).
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Previous

Return to III - Morrowind