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GTA Modification Forums
[Q] Separating blur from DOF?!?
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Markonious  |
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GTA addict

Group: Members
Joined: Dec 19, 2008


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belinda  |
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Crackhead

Group: Members
Joined: Dec 13, 2008

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@ all sorry ppl, i was a bit too fast this time. it's still some blur left: - - - - P not pressed - - - - - - - - - P pressed - - - - -   it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect  but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this: first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a vehicle standing still. second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases. @ bartekxyz information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success. @ Markonious sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry. @ klanly this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect. This post has been edited by belinda on Monday, Jan 19 2009, 14:00
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bartekxyz  |
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Group: Members
Joined: Dec 20, 2008



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| QUOTE (belinda @ Jan 19 2009, 01:22) | @ all sorry ppl, i was a bit too fast this time. it's still some blur left:
- - - - P not pressed - - - - - - - - - P pressed - - - - -


it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this:
first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a car. there is no camera motion blur when i'm in a vehicle, only the motion blur when driving fast. second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases.
@ bartekxyz information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success.
@ Markonious sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry.
@ klanly this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect.. Klanly | TWEAKUpdated tweak, now edges are sharp and blur is nice. Something you want:) Clanly, you are teh winrar:) I credited you in my topic:) Great job This post has been edited by bartekxyz on Monday, Jan 19 2009, 10:20
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bartekxyz  |
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Group: Members
Joined: Dec 20, 2008



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This post has been edited by bartekxyz on Friday, Apr 17 2009, 08:49
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belinda  |
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Crackhead

Group: Members
Joined: Dec 13, 2008

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i think i figured it out now. i made 3 different versions so anybody can choose his favourite effect. first, here is a screen with the default rage_postfx.fxc and P not pressed to compare the effect:  now the first modification disables all possible depth of field blur, but leaves motion blur intact. there is still a very subtle blur on far away objects and edges of objects against the sky are somehow blurred as well. i think its part of another shader, maybe the hdr-rendering. the screen is made with P pressed: download modified rage_postfx.fxc herethe second modification disables the near and medium range depth of field blur, but leaves the far range depth of field blur effect and all motion blur intact. this is the one i'm using right now because it's not blurring near objects and textures at all but has a nice depth of field blur far away. the screen is made with P pressed: download modified rage_postfx.fxc herethe third modification disables only near range depth of field blur, medium and far range depth of field blur as well as all motion blur is still working. again, the screen is made with P pressed: download modified rage_postfx.fxc herethe last screen is made again with the default rage_postfx.fxc and P pressed this time to show near, medium and far range depth of field blur in action:  @ klanly thx, already found it and 0ing it disabled all motion blur effects for me as well - not desirable. @ bartekxyz sorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed.
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