[MOD] Post Processing Effects

Show off your mod creations or just a work in progress.
User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Post Processing Effects

Post by Midknightprince » Sat Sep 23, 2017 5:49 pm

@ TheLacus
Love it !
Attachments
EA, AO, SSAA, in effect.jpg
EA, AO, SSAA, in effect.jpg (258.65 KiB) Viewed 1422 times
Check out my YouTube Channel!

User avatar
TheLacus
Posts: 536
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Post Processing Effects

Post by TheLacus » Mon Nov 06, 2017 6:07 pm

New version on first post.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Post Processing Effects

Post by Midknightprince » Tue Nov 07, 2017 6:44 am

TheLacus wrote:New version on first post.
Cool, whats new ?
Check out my YouTube Channel!

User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Post Processing Effects

Post by Midknightprince » Tue Nov 07, 2017 7:51 am

@TheLacus
I dig the mod settings window btw.
Maybe change the letter format, it looks somewhat tron-ish (not that thats a bad thing), just something I noticed.

I was sceptical at first about the depth of field, but in this game it works, as in it helps the look along with the EA, and AO (I usualy hate DOF).

This mod, and Real Grass are essential mods for me now, and I dont know how your doing this stuff but it is awesome !
Check out my YouTube Channel!

User avatar
King of Worms
Posts: 496
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Post Processing Effects

Post by King of Worms » Wed Dec 27, 2017 12:18 pm

Few things Ive noticed:

- Eye adaptation causes the sunny days outside to be way too dark.

- Depth of Field is too strong. I think it should be used as almost un-noticeable smoothing of the horizon - if thats possible. (Like in the Witcher 3)

- Motion blur is very nice - when set to 15 (on 60fps / 60 hz) - thats what I consider a subtle effect. The quality of blur is really good.

- Vignette is ok at 25 for me

- Dithering - not sure I can notice it but I have not made any comparison efforts
------------------------------------------------------------------------------------------------------------------
Ambient occlusion
- another slider with "range" would be great - it would set how big the effect is. I dont mean the distance from player, but how big the shadow produced is. Now we can only set the intensity of that shadow. I like intensity 0,8 but Id like that effect to have bigger area, if thats possible.

- yes, it messes up with the flats, can it be repaired?

- it also has a problems with a textures using normal maps. Similar kind of problem the flats have.

- can some more advanced method like HBAO be implemented?

- can wyou implement bloom and global fog?


Thanks a lot, great mod!

User avatar
TheLacus
Posts: 536
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Post Processing Effects

Post by TheLacus » Wed Dec 27, 2017 7:38 pm

King of Worms wrote: - Eye adaptation causes the sunny days outside to be way too dark.
Ambient occlusion
- another slider with "range" would be great - it would set how big the effect is. I dont mean the distance from player, but how big the shadow produced is. Now we can only set the intensity of that shadow. I like intensity 0,8 but Id like that effect to have bigger area, if thats possible.
Thank for feedback KoW!
King of Worms wrote: - Depth of Field is too strong. I think it should be used as almost un-noticeable smoothing of the horizon - if thats possible. (Like in the Witcher 3)
100% agree
King of Worms wrote: - yes, it messes up with the flats, can it be repaired?
- it also has a problems with a textures using normal maps. Similar kind of problem the flats have.
At this time i don't have an answer for this, but i agree it's very annoying.
King of Worms wrote: - can some more advanced method like HBAO be implemented?
Nope, sorry.
King of Worms wrote: - can wyou implement bloom and global fog?
Bloom and TAA don't work correctly with this version of Unity, i'll try again when we upgrade. Global fog is already used in the base game.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Post Processing Effects

Post by Midknightprince » Thu Apr 12, 2018 4:15 pm

Post proc, seems to have stopped working as of the 4/12 update.
Nothing is working in game, and you cant go into the setting from the mods page, DFU freezes..
Check out my YouTube Channel!

User avatar
TheLacus
Posts: 536
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Post Processing Effects

Post by TheLacus » Thu Apr 12, 2018 7:52 pm

This is due to recent changes of mod settings system, i'll release an update asap.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Post Processing Effects

Post by Midknightprince » Thu Apr 12, 2018 11:08 pm

TheLacus wrote:
Thu Apr 12, 2018 7:52 pm
This is due to recent changes of mod settings system, i'll release an update asap.
WHEW, Thank you man, i really like this one.
Check out my YouTube Channel!

User avatar
TheLacus
Posts: 536
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Post Processing Effects

Post by TheLacus » Fri Apr 13, 2018 5:52 pm

Midknightprince wrote:
Thu Apr 12, 2018 11:08 pm
TheLacus wrote:
Thu Apr 12, 2018 7:52 pm
This is due to recent changes of mod settings system, i'll release an update asap.
WHEW, Thank you man, i really like this one.
New version is on first post :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

Post Reply