[MOD] Post Processing Effects

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pango
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Re: [MOD] Post Processing Effects

Post by pango » Tue Dec 18, 2018 7:28 pm

As Midnightprince noticed, when TAA is enabled rain basically disappears. You can still see the droplets high above, but that's it...
https://www.youtube.com/watch?v=9iQunepLFpA&t=499
I wonder if rain could be somehow excluded from AA...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Wed Dec 19, 2018 8:13 am

pango wrote:
Sat Nov 10, 2018 7:31 am
The only (TAA) artifacts it adds, from what I've seen, is some kind of blurrying aura around moving npcs, like hot air, inside their texture rectangle. It don't happen with other billboards, like trees, maybe that's movement that triggers this effect?
Im quite sure its caused by motion blur effects. The fast switch between each frames of a NPC animation (like enemy attack frames etc) triggers that effect, its very noticeable, I hope motion blur can be set just to camera... that would work the best for DFU. Plus it might be less demanding on HW actually.

TAA blurs things a lot. Usually its accompanied with the sharpening effect where u can set its strength. That would help a lot.
Or make rain particles more pronounced as well.

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Fri Dec 21, 2018 2:25 am

The enhanced distant terrain mod is breaking the ambient occlusion sitting in this mod.
That one just got updated so I don't know I'm just putting this here.
No matter what I have selected in that mod if I have it on it breaks the AO in this one..
I actually really liked both of these mods so maybe you guys can hook up and see what's up, maybe it's something with the dfu I don't know the last GitHub version I had they both worked but like I said the distant terrain just got updated that's what I'm talking about your stuff works with everything else so I don't know...
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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Fri Dec 21, 2018 2:08 pm

The Post Proc mod is breaking the fog in vanille DFU, in 2.7.
The terrain is not affected, just sprites it looks like.....
Tested with all mods, and none, and zero textures too, same thing..
Attachments
PP on with all options off, and no mods.jpg
PP on with all options off, and no mods.jpg (539.96 KiB) Viewed 428 times
PP off, no mods.jpg
PP off, no mods.jpg (338.75 KiB) Viewed 428 times
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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Fri Dec 21, 2018 2:35 pm

King of Worms wrote:
Wed Dec 19, 2018 8:13 am
pango wrote:
Sat Nov 10, 2018 7:31 am
The only (TAA) artifacts it adds, from what I've seen, is some kind of blurrying aura around moving npcs, like hot air, inside their texture rectangle. It don't happen with other billboards, like trees, maybe that's movement that triggers this effect?
Im quite sure its caused by motion blur effects. The fast switch between each frames of a NPC animation (like enemy attack frames etc) triggers that effect, its very noticeable, I hope motion blur can be set just to camera... that would work the best for DFU. Plus it might be less demanding on HW actually.

TAA blurs things a lot. Usually its accompanied with the sharpening effect where u can set its strength. That would help a lot.
Or make rain particles more pronounced as well.
I don't use motion blur, and I have the shimmering on the sprites, so I dont think it's that....
It's just the npc's too, when you or them are moving, bushes, and trees are fine..
It dosn't even bug me really. I just pretend they all have really bad BO, that you can see..
Hey it works ! :lol:
Check out my YouTube Channel!

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus » Fri Dec 21, 2018 3:09 pm

Version 1.0.1 on first post, compatible with Daggerfall Unity 0.7 :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Fri Dec 21, 2018 3:35 pm

Yes, I can confirm the shimmering around the animated NPCs is not caused by motionblur, sry for confusion...

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sat Dec 22, 2018 12:53 am

TheLacus wrote:
Fri Dec 21, 2018 3:09 pm
Version 1.0.1 on first post, compatible with Daggerfall Unity 0.7 :)
Oh sweet !
Dude you are freaking awesome....
Check out my YouTube Channel!

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sat Dec 22, 2018 12:57 am

King of Worms wrote:
Fri Dec 21, 2018 3:35 pm
Yes, I can confirm the shimmering around the animated NPCs is not caused by motionblur, sry for confusion...
It's not shimmering it's body odor :D
Check out my YouTube Channel!

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sat Dec 22, 2018 1:10 am

Yep works for me, nice and foggy., with all the mods, all is well again :)
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