Post Processing Effects

Show off your mod creations or just a work in progress.
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Midknightprince
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Re: Post Processing Effects

Postby Midknightprince » Wed Sep 13, 2017 7:52 pm

@TheLacus
That is some pretty looking stuff.
Check out my YouTube Channel!
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VMblast
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Re: Post Processing Effects

Postby VMblast » Wed Sep 13, 2017 8:07 pm

TheLacus wrote:Some screenshots

Yep, great work adding this MOD to the game...it just gives it that oomph :)
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Wed Sep 13, 2017 10:55 pm

Nystul wrote:wow this is amazing. also played around with it some time ago when there used to be the ssrr effect in it (I think they took it out for rewriting purposes)

There is Screen Space Reflection in there. With default settings it create reflections on all vanilla materials but seems to work fine with imported models.

Image
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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Stalin Brando
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Re: Post Processing Effects

Postby Stalin Brando » Thu Sep 14, 2017 6:23 am

Jesus, what cleaner are you using on those walls and ceilings?
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Nystul
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Re: Post Processing Effects

Postby Nystul » Thu Sep 14, 2017 6:35 am

That was the main reason why I didn't use it. You need metallicglossmaps for every surface to make it work which daggerfall's assets don't have. Furthermore ssrr cannot handle smoothness as I remember
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Thu Sep 14, 2017 4:45 pm

Fxaa

NoFxaa.png
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Fxaa.png
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Depth of Field

no_dof.png
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Thu Sep 14, 2017 4:48 pm

dof.png
dof.png (1.12 MiB) Viewed 559 times


Vignette

no_vignette.png
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vignette.png
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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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quasifex
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Re: Post Processing Effects

Postby quasifex » Thu Sep 14, 2017 9:15 pm

Looks cool! Though I don't see any difference in FXAA and DoF screenshots. I would also like to have a HDR, lens flares and sunrays like in this screenshot: Image
(and also be able to add height maps for terrain textures, but thats for another topic)
Last edited by quasifex on Thu Sep 14, 2017 9:57 pm, edited 1 time in total.
Sorry for my bad grammar, English is not my native language.
Compass textures for Daggerfall: http://forums.dfworkshop.net/viewtopic.php?f=14&t=630
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Thu Sep 14, 2017 9:52 pm

Closeup of Fxaa :)
I think this is nice also for classic look

Fxaa_comp.png
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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Thu Sep 14, 2017 9:54 pm

Eye Adaptation

This effect dynamically adjusts the exposure of the image according to the range of brightness levels it contains. The adjustment takes place gradually over a period of time, so the player can be briefly dazzled by bright outdoor light when, say, emerging from a dark tunnel. Equally, when moving from a bright scene to a dark one, the “eye” takes some time to adjust.


eyeadaptation_comp.png
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no_eyeAdaptation.png
no_eyeAdaptation.png (524.93 KiB) Viewed 522 times

eyeAdaptation.png
eyeAdaptation.png (473.86 KiB) Viewed 522 times
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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