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Post by Giant Ambush Beetle on Apr 30, 2017 23:52:44 GMT
Neyjour and other guys: Thanks for helping a nub out! Turns out you have to be in camera mode to reset it, otherwise it won't work. I don't want to criticize the programmer of that tool because I sure as hell could not write a better one, but some better description in the readme would have saved me a lot of time and frustration. Anyway, it works now, even if it is a little tedious. I'm using a x-box controller for the camera controls, its easier than numpad keyboard.
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Post by Neyjour on May 1, 2017 0:01:27 GMT
Neyjour and other guys: Thanks for helping a nub out! Turns out you have to be in camera mode to reset it, otherwise it won't work. I don't want to criticize the programmer of that tool because I sure as hell could not write a better one, but some better description in the readme would have saved me a lot of time and frustration. Anyway, it works now, even if it is a little tedious. I'm using a x-box controller for the camera controls, its easier than numpad keyboard. You're welcome! I'm glad you got it working. (That's a terrific shot!) Yeah, I was a bit surprised at how little information was in the ReadMe. I remembered some of the control keys (from when I used the DA:I version), but for the others, I had to do a search. Another (very important) bit of info that was missing, is that you need to start the CT after you start the game. I made that mistake at first, several times (and have seen others mention it as well) before figuring out what was wrong.
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Post by Giant Ambush Beetle on May 1, 2017 0:10:15 GMT
I'm glad you got it working. (That's a terrific shot!) Yeah, I was a bit surprised at how little information was in the ReadMe. I remembered some of the control keys (from when I used the DA:I version), but for the others, I had to do a search. Another (very important) bit of info that was missing, is that you need to start the CT after you start the game. I made that mistake at first, several times (and have seen others mention it as well) before figuring out what was wrong. Thanks, I like my Ryder a lot! Fortunately I completely accidentally stumbled upon the information that you have to start it AFTER the game because if you don't you get some Direct X 12 error of some sort. Though one problem I have is switching between the keyboard and game controller, I use the controller for the camera only but if I accidentally use the controller to move the character around (happens in the heat of battle) shit gets very wonky fast and I have to restart the game! Anyway, maybe some of the useful information in the past couple of pages could be put into the first post, just to save some other nubs that kind of trouble.
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previously: catabuca
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Post by amoebae on May 1, 2017 0:41:18 GMT
I'll write a comprehensive tutorial for the CinTools over the next couple of days. I didn't write one initially because they were in a pretty basic state, but now it looks like he'll be continuing to maintain them through patches, and possibly add new features, I'll get it started.
A lot of tools that are used for screenshots across various games are light on instructions. That's because they're usually initially created for a small handful of people, shared amongst each other, by people who do it in their free time and assume most people will know what they're doing or are prepared to spend time working it out for themselves or asking around. That's just how the screenshotting community built itself up - and that's mostly how it still exists today (by 'screenshotting community' in this sense I mean the people who lead the way, blaze a trail, create the tools, or learn new techniques, take the best pictures, keep pushing the envelope, end up being employed by games companies because of their skills).
It can be frustrating, but that's just how it is. I tend to think of it as layers of users.
For example, with ReShade - top layer is the person who created the tool, he understands everything that's going on under the hood and understands the shader language and how it's implemented in the tool.
Next layer is the people who create the shaders - they might know a bit about what goes on in the tool itself, but perhaps only as far as they need to in order to get the shaders working properly - most of what they do is trial and error, keeping at it until the shaders work as they want them to. They understand the shader language. Most taught themselves simply because they wanted to be able to create shaders.
Next layer is the people who create ReShade presets. There might be a fair bit of cross-over between them and the people who create the shaders, but not necessarily. The people who create presets don't have to know how the shaders work on a code level, and they only know how to tweak the shaders through trial and error, testing things to see what works.
Then the last layer is the people who use other people's ReShade presets but don't know or care about how to tweak, and certainly don't know how to code shaders.
In general, the tool and the shaders are created with the assumption that most people are either going to be prepared to get stuck in and learn things for themselves, or just drop a preset in their game folder and focus on playing a prettier game. It's not software in the sense that there's an official company with official releases and personal support and a customer-facing set-up. It's just enthusiasts sat at home making cool stuff for each other, where everyone mucks in. As it gains in popularity, that causes a bit of disconnect when some end users expect more support - but that's just not how these things were initially created. No one gets paid for any of the tools they put out. They create them because they want to use them, and if someone else wants to use them then that's a bonus.
All these tools assume a level of technical ability. Once explained, they're very simple to use, but the assumption is you'll ask someone who already knows, or you'll try to work it out for yourself. Whether that's the right approach or not is neither here nor there - it's just the way it is. I wish there was more n00b-friendly stuff out there for some of the things I want to know more about, but I've accepted that there isn't, and I ask people when I need help. For my part, I try to help by writing these tutorials (even though I'm not very concise), so the information is out there in some way or another.
Ultimately, there's no substitute for personal experience. You have to get stuck in, press buttons to see what breaks, dig around on forums to look for answers to problems, ask people who already use the tools, and press more buttons to see what else breaks. I can explain which shaders are useful in ReShade, but I can't give anyone a shortcut to months or years of fiddling around with them in loads of different games. Same with the CinTools. I had no special knowledge when I started using them. I searched, I read, I asked.
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Post by amoebae on May 1, 2017 1:36:07 GMT
Tutorial: How to use the ME:A Cinematic ToolsThe ME:A Cinematic Tools (CinTools) by hattiwatti are your main tool when taking screenshots. They contain a freecam, as well as additional options for controlling things like dof (depth of field blur), vignette, lod (level of detail), and shadowmap resolution. A new game patch will occasionally break the current CinTools. If you want to continue playing and taking screenshots, consider turning off automatic game updates in Origin and waiting until the CinTools are updated. ME:A CinTools has its own ReadMe - READ IT! It contains basic information about movement keybinds that I won't cover here. Downloading and running ME:A Cinematic Tools- Download the latest version of ME:A Cinematic Tools (working as of the latest patch)
- Unzip the package somewhere memorable (I recommend using 7zip)
- Right-click on the exe, select Properties>Compatibility and check the 'Run as Administrator' box, and click Apply
- Start Mass Effect: Andromeda (make sure you also run Mass Effect: Andromeda as admin)
- Load your current save
- Tab out, and start the ME:A CinTools
- First the main CinTools window will open, followed by a second black window - wait for the final 'GUI Found/Initialized' line to load, then MINIMIZE the black window (do not close it)
- ME:A CinTools is now ready to use
Using ME:A Cinematic Tools
(This section will be expanded if the CinTools are updated.)
Camera
Enable (Keybind = Insert) - enables/disables the freecam.
Reset - centres the freecam back on the player (or wherever the main game camera is meant to be)
Keybind = Home - hides/unhides the HUD
Keybind = Delete - pauses/unpauses time
Movement Speed - the speed of the camera
Rotation Speed - the speed of camera rotation
Roll Speed - the speed of camera roll
Override FoV - default is -1
Disable all input - stops gamepad and keyboard from controlling the game/your character while in freecam
Disable gamepad input - stops only the gamepad from controlling the game/your character while in freecam
Freeze time - freezes time!
Lock to player - locks the camera to the player as soon as the player moves
Fix LOD - uses a higher level of detail for far away objects (but also screws up some close objects - do not use if your character will be in detailed view)
Keyboard - camera movement can be controlled via keyboard controls
Gamepad - camera movement can be controlled via gamepad controls
Post Process
Depth of Field
Main checkbox - allows DoF to be used (not the same as Enable, but is required for everything else to work)
Enable - turns the effect on/off
[Ironsights DoF & Circle Blur - unimportant]
Focus Distance - the focal plane, everything at this point is in focus
Blur Factor - blur amount
Blur Add - extra blur (little control)
Blur Filter - strength of Blur Add
Max Blur - blur amount
Far Start/End - controls position of blur behind the focal plane (from the focal plane and away into the distance) - this is blur behind your subject
Near Start/End - controls the position of blur in front of the focal plane (from the camera/you/the screen to the focal plane) - this is blur in front of your subject
Film Grain
If you have Film Grain turned ON in ME:A's graphics options, you can further control its settings here.
Main checkbox - allows the other options to be used (not the same as enable)
Enable - turns film grain on/off
Vignette
Main checkbox - allows the other options to be used (not the same as enable)
Enable - turns the vignette on/off
Misc/About
Shadowmap size - this is the resolution of the shadowmap, it generally controls how fuzzy/aliased or sharp shadows are. Higher values come with a large performance drop - use carefully (4096 is a good, sharp value, 2048 is a reasonable compromise for gameplay)
Resolution scale - values >1 provide a result similar to downsampling, but in my experience it's never as good as hotsampling with SRWE or proper downsampling. Recommend leaving at 1
Game timescale - slows down/speeds up time
Tips
General
Consider using a gamepad to control the camera for finer control.
If you use a gamepad to control the camera and kb&m to play the game, check the following boxes: Disable gamepad input; Keyboard; Gamepad. This allows you to use the gamepad or keybaord to control the camera, and still control your character using kb&m while freecam is active. The gamepad won't move your character if you unpause, however (which is good!).
Don't check Lock to player - you'll be able to unpause the game and make changes to your character's position without ruining your composition.
If the camera looks strange when you enable it or is nowhere near your character, hit Reset.
If using the CinTools on the Tempest, first stand in the area you want to take pictures of (not all the Tempest will render at once). Make sure you are facing an interactable object/NPC (so the E icon is visible). When you enable the camera you'll see nothing but black space. This is because the space the Tempest is rendered in is a special 'fake' location and not in the middle of the planets that are outside the window. Leave the HUD turned on, and you should see the E somewhere in front of you. Turn up the movement speed of the camera (into the hundreds) and head towards the E. You'll eventually fly into the rendered part of the Tempest. You can now turn down the movement speed and shoot as normal. If you hit Reset at this point it will fling you back out into darkness.
When you've finished using the freecam, change Override FoV back to -1 (if you've been controlling it via the gamepad it will still say -1 anyway, in which case click the up/down arrow next to it up then down (or down then up!) to go from -1 to 0 to -1 (or -1 to -2 to -1 it doesn't matter which as long as you end up back at -1). This will reset your FoV to whatever you have it set to in the game's options.
Camera values
This is what I set the values to as soon as I load the CinTools.
Movement speed - 1.3 (up/down on the D-pad of a controller increases/decreases the speed by 1 per click - 0.3 is good for fine control, anything higher to get around quicker)
Rotation speed - 0.6 (slow enough for finer movements but not so slow as to be annoying)
Roll speed - 0.1 (I want fine roll control)
Depth of Field values
This is what I set the values to as soon as I load the CinTools.
Focus distance - 1 (I only change this if I want near blur, otherwise I leave it at 1)
Blur factor - 0.2 (I never change this)
Blur add - 0
Max blur - 5 (I use this to control strength of blur - 7 is where nice bokeh shapes start to happen, don't go too high or it looks ugly)
Near start/end - I tend to leave these as they are as I rarely use near blur
Far start - 1 (this starts the blur right behind the focal plane (focus distance), which since we have it at 1 is right at the camera - for portraits a value of 1-3 is ideal, but for blur starting far in the distance in landscape shots you'll want a higher value)
Far end - 5 (this controls when the blur starts to reach its strongest point - for portraits with walls/objects right behind the subject a number similar to Far start will be ideal; for blur that gradually goes from soft to strong choose a number higher than Far start)
DoF in particular is quite fiddly to get used to, so play around with it until you find something that works for you. I'll update this tutorial if more functions are added to the CinTools in future releases.
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Post by gamersgen on May 1, 2017 14:15:58 GMT
why cannot we take any HDR screenshots in any way? either they look overbright or completely messed up
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SilverSie
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lost in andromeda
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Origin: SilverSie
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Post by SilverSie on May 1, 2017 15:25:20 GMT
I'm back from vacation! Excited to play & start posting again Before I left I finally messed around with Matso DOF, that's a lot of fun!
I'm really enjoying bringing out his colors
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previously: catabuca
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Post by amoebae on May 1, 2017 17:53:43 GMT
why cannot we take any HDR screenshots in any way? either they look overbright or completely messed up I don't have an HDR display so I'm afraid I can't give any advice. (I'm guessing that's what you're talking about - using the game's HDR detection alongside an HDR display.)
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Post by gamersgen on May 1, 2017 21:39:20 GMT
Yes. If you have 4k HDR tv I meant. In ansel screenshots are being taken in *.exr format when HDR is enabled. If you convert them to JPGs they dont even look close to the actual HDR image quality thats why this is very curious subject. I just would like to catch screenshots with HDR as they look on screen. Not to mention there isn't working any screen capture programs like fraps, bandicam etc. they seem to be disabling themself once you enable HDR. Nvidia shadowplay seem to be working but it capture sceenshots like this Here are HDR screenshots captured in exr format by ansel and converted into jpg. Completely messed up as well overbright s4.aconvert.com/convert/p3r68-cdx67/hrt1r-uue7n.jpgs4.aconvert.com/convert/p3r68-cdx67/65e50-num5o.jpg s4.aconvert.com/convert/p3r68-cdx67/5deto-c746y.jpg
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previously: catabuca
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Post by amoebae on May 1, 2017 23:52:01 GMT
You can tell Ansel to take screenshots in other formats, before the CinTools came out and I was using Ansel I told it to take png files instead - does that not work if you use HDR?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
Posts: 557 Likes: 1,706
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Post by Gilsa on May 2, 2017 7:24:36 GMT
I was really impressed with how much thought went into this scene between Liam and Sara, how nicely it tied in with the overall story arc. I selected a set of pictures from each scene to highlight Ryder's emotional leap. (This was one of those labors of love. Took me several evenings of pausing and crashing, but I had a specific idea of what I wanted to do so that focus kept me going.) "The day we met -- 'Andromeda-met' -- we fell from the sky, and bad things happened. But when we're old and people ask us how we got together, I want you to smile. So I set up a jump -- and something extra."
"Hello again, Liam Kosta." "You too, Sara Ryder."
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
Posts: 557 Likes: 1,706
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Post by Gilsa on May 2, 2017 7:24:55 GMT
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Post by bossuary on May 2, 2017 12:53:45 GMT
FABULOUS Gilsa! you really committed to an idea, and it shows. lovely, emotional work. (one day, hopefully, we can pause during cutscenes without crashing)
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maxon
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by maxon on May 2, 2017 13:24:35 GMT
Loving some of these pictures. Tempted to have a go myself.
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Post by regack on May 2, 2017 22:01:47 GMT
ooh, I'm just browsing this thread, and I'm not even sure if my stuff is worth posting in here, but I came across your post and I had just found those mushrooms last night and taken this shot. The day before I had just started playing with the Cinematic Tools, so, I guess I've got a ways to go. Getting people in the shot would be a good start for me I was just fooling around trying to figure out how to work the stuff. This was before I found the Cinematic Tools... such a PITA to get this to come out... I should go back and do it right maybe.
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SilverSie
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lost in andromeda
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Origin: SilverSie
Posts: 27 Likes: 98
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Post by SilverSie on May 3, 2017 0:09:55 GMT
So, I wanted to test out some LUTs (bc I'm lazy and LUTs are easy) and took some from my favorite ENB for SSE and Fallout 4, TreyM's Cinematic Film Looks (best thing ever) and threw them onto Andromeda using amoebae's own Photoshop to Reshade tutorial on tumblr (steps 7 + 8 specifically) (I hope that's ok to link, amoebae, lemme know if not ) Surprisingly, they look pretty darn good! I've only tested them in the Resistance Base on Voeld so far. There's something like 70 LUTs I went through; here's examples of *some* of them on my imgur. First pic above I'm p sure is the Warsaw LUT, as I ended up using that for quite a few shots. I'm not sure about the second one. It was surprisingly easy to set up, though, if anyone else wants to try it. Basically, I did this: - downloaded/opened CFL ENB (either SSE or Fallout 4 will work, I think one has more LUTs than the other so I just combined them just in case)
- took all LUTs out of their separate folders in enbseries\Textures\LUTS
- threw them into ReShade\Shaders\Ganossa\Textures (all in the same folder, I doubt they work separated into folders like in the original ENB but IDEK)
- edited Shaders_by_Ganossa.cfg according to amoebae's tutorial
- and then once in game just changed "Ganossa_ColorLUTDst.png" or whatever it is under //>Color LUT Settings<\\ to the filename of the LUT I want to test! Piece of cake!
Next step is making my own using amoebae's (very helpful) tutorial! EDIT: I forgot to mention that the only other Reshade effects that are on in most of the caps are DOF (of course) and HDR to brighten up some of them.
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Post by zanephiri on May 3, 2017 2:18:46 GMT
This thread actually made me buy me:a for the PC just to mess around with screenshots. (Must be all the great shots in here already ) And I think I've found my favourite use for the scanning tool:
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amoebae
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previously: catabuca
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Post by amoebae on May 3, 2017 4:28:30 GMT
So, I wanted to test out some LUTs (bc I'm lazy and LUTs are easy) and took some from my favorite ENB for SSE and Fallout 4, TreyM's Cinematic Film Looks (best thing ever) and threw them onto Andromeda using amoebae's own Photoshop to Reshade tutorial on tumblr (steps 7 + 8 specifically) (I hope that's ok to link, amoebae, lemme know if not ) Surprisingly, they look pretty darn good! I've only tested them in the Resistance Base on Voeld so far. There's something like 70 LUTs I went through; here's examples of *some* of them on my imgur. First pic above I'm p sure is the Warsaw LUT, as I ended up using that for quite a few shots. I'm not sure about the second one. It was surprisingly easy to set up, though, if anyone else wants to try it. Basically, I did this: - downloaded/opened CFL ENB (either SSE or Fallout 4 will work, I think one has more LUTs than the other so I just combined them just in case)
- took all LUTs out of their separate folders in enbseries\Textures\LUTS
- threw them into ReShade\Shaders\Ganossa\Textures (all in the same folder, I doubt they work separated into folders like in the original ENB but IDEK)
- edited Shaders_by_Ganossa.cfg according to amoebae's tutorial
- and then once in game just changed "Ganossa_ColorLUTDst.png" or whatever it is under //>Color LUT Settings<\\ to the filename of the LUT I want to test! Piece of cake!
Next step is making my own using amoebae's (very helpful) tutorial! EDIT: I forgot to mention that the only other Reshade effects that are on in most of the caps are DOF (of course) and HDR to brighten up some of them. If you have lots of LUTs in your textures folder that you want to swap between, you can spend some time setting up your cfg file a little like this: //>Color LUT Settings<\\
#define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma
#define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma
//#define TuningColorLUTDstTexture "amoebae_superflat_lut_4096x64.png" //[undef] //-Needs to have 256x16 pixels
#define TuningColorLUTDstTexture "amoebae_neutralflat_lut_4096x64.png"
//#define TuningColorLUTDstTexture "amoebae_brightflat_lut_4096x64.png"
#define TuningColorLUTTileAmountX 4096 //[undef] //-LUT Width
#define TuningColorLUTTileAmountY 64 //[undef] //-LUT Height
#define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3d LUTs dependent on scene brightness) You can see I have 3 instances of #define TuningColorLUTDstTexture on separate lines, each with their own LUT name. Putting // in front of a line stops ReShade from reading it, so you can have endless LUTs all set up ready to go commented out with //, and just remove the // for the one you want to use. It's a lot quicker than pasting a new name in each time you want to test it out.
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lost in andromeda
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Origin: SilverSie
Posts: 27 Likes: 98
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Post by SilverSie on May 3, 2017 16:03:19 GMT
If you have lots of LUTs in your textures folder that you want to swap between, you can spend some time setting up your cfg file a little like this: //>Color LUT Settings<\\
#define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma
#define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma
//#define TuningColorLUTDstTexture "amoebae_superflat_lut_4096x64.png" //[undef] //-Needs to have 256x16 pixels
#define TuningColorLUTDstTexture "amoebae_neutralflat_lut_4096x64.png"
//#define TuningColorLUTDstTexture "amoebae_brightflat_lut_4096x64.png"
#define TuningColorLUTTileAmountX 4096 //[undef] //-LUT Width
#define TuningColorLUTTileAmountY 64 //[undef] //-LUT Height
#define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3d LUTs dependent on scene brightness) You can see I have 3 instances of #define TuningColorLUTDstTexture on separate lines, each with their own LUT name. Putting // in front of a line stops ReShade from reading it, so you can have endless LUTs all set up ready to go commented out with //, and just remove the // for the one you want to use. It's a lot quicker than pasting a new name in each time you want to test it out. Ahhh, thank you! I should've figured that out, that'll be really handy
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Post by bossuary on May 3, 2017 18:57:28 GMT
i'm guessing there's no movement on McFly's "Lightroom" project, huh?
it seemed like the answer to my prayers, tbh.
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SilverSie
N1
lost in andromeda
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Origin: SilverSie
Posts: 27 Likes: 98
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lost in andromeda
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April 2017
silversie
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
SilverSie
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Post by SilverSie on May 4, 2017 2:05:35 GMT
One day I'll stop taking pictures of Jaal, but that's definitely not this day. 2nd pic uses the Technicolor2 LUT from those ENBs, I think. 3 more under the cut so I don't clog up this thread. i'm guessing there's no movement on McFly's "Lightroom" project, huh? it seemed like the answer to my prayers, tbh. I had to Google this, and that looks awesome. Hope it does go somewhere.
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amoebae
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previously: catabuca
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January 2017
amoebae
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Post by amoebae on May 4, 2017 2:56:17 GMT
i'm guessing there's no movement on McFly's "Lightroom" project, huh? it seemed like the answer to my prayers, tbh. Last time I looked he'd been sucked into ENB shader stuff, so the Lightroom shader was on the back-burner. Most of the features can be achieved with other shaders currently, but separately of course. I was particularly excited about the LUT implementation - being able to output the effects directly to a LUT from within ReShade, then turning off Lightroom and activating the LUT separately to save overhead. I mean, we can still do that by using actual Lightroom/Photoshop/whatever on screenshots, but still.
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ashoken
N2
"I didn't come here to be a goddamn outsider!"
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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"I didn't come here to be a goddamn outsider!"
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ashoken
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by ashoken on May 4, 2017 19:12:55 GMT
Trying my hand at hotsampling with SRWE. Harvarl Monolith Cave
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amoebae
N3
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January 2017
amoebae
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Post by amoebae on May 7, 2017 2:04:02 GMT
I haven't played for a few days - took a break, messed around with Space Engine a bit, some other stuff. Back to it now though. Still haven't finished my first run. Back to Kadara to mop up some quests.
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amoebae
N3
previously: catabuca
Posts: 932 Likes: 3,579
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Post by amoebae on May 7, 2017 2:05:52 GMT
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