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Re: Post Processing Effects

Posted: Wed Sep 13, 2017 7:52 pm
by Midknightprince
@TheLacus
That is some pretty looking stuff.

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 8:07 pm
by VMblast
TheLacus wrote:Some screenshots
Yep, great work adding this MOD to the game...it just gives it that oomph :)

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 10:55 pm
by TheLacus
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

Re: Post Processing Effects

Posted: Thu Sep 14, 2017 6:23 am
by Stalin Brando
Jesus, what cleaner are you using on those walls and ceilings?

Re: Post Processing Effects

Posted: Thu Sep 14, 2017 6:35 am
by Nystul
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

Re: Post Processing Effects

Posted: Thu Sep 14, 2017 4:45 pm
by TheLacus
Fxaa
NoFxaa.png
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Fxaa.png
Fxaa.png (447.55 KiB) Viewed 5359 times

Depth of Field
no_dof.png
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Re: Post Processing Effects

Posted: Thu Sep 14, 2017 4:48 pm
by TheLacus
dof.png
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Vignette
no_vignette.png
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vignette.png
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Re: Post Processing Effects

Posted: Thu Sep 14, 2017 9:15 pm
by quasifex
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)

Re: Post Processing Effects

Posted: Thu Sep 14, 2017 9:52 pm
by TheLacus
Closeup of Fxaa :)
I think this is nice also for classic look
Fxaa_comp.png
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Re: Post Processing Effects

Posted: Thu Sep 14, 2017 9:54 pm
by TheLacus
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
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eyeAdaptation.png
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