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Master Effect 1.0 [ENBSeries shader]

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Methical
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#91

Posted 16 August 2013 - 10:09 AM

I hope the new noise brings with it the texture variant.. a few good noise textures released that look amazing in-game.
A few of my pictures here using the noise from SweetFX; a bit over-powered though, but a test to see the feature working : http://www.gtaforums...st&p=1062721967

Marty McFly
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#92

Posted 16 August 2013 - 11:10 AM Edited by Marty McFly, 16 August 2013 - 11:13 AM.

Yeah, I already planned to implement swfx grain, also I will add matso's grain math, his one is time dependt, idk about swfx one but old effect.txt noise shader was static, it didn't change with time, matsos one is a bit like old tv snow. which swfx verion did you use?

alayanrole
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#93

Posted 16 August 2013 - 12:11 PM

[PROXY]
EnableProxyLibrary=1
InitProxyFunctions=1
ProxyLibrary=sweetfx_d3d9.dll

[GLOBAL]
UseEffect=0
AlternativeDepth=0
AllowAntialias=1
BugFixMode=1
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
AdditionalConfigFile=enbseries2.ini
UseMRTRendering=0
TempF1=100
TempF2=100
TempF3=100
TempF4=100
TempF5=100
TempF6=100
TempF7=100
TempF8=100
TempF9=100
TempF0=100

[EFFECT]
EnableBloom=1
EnableOcclusion=1
EnableReflection=1
EnableMotionBlur=1
EnableWater=1
EnableShadow=1
DepthBias=100
EnableDepthOfField=1
EnableReflectiveBump=1

[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106

[REFLECTION]
ReflectionPower=85
ChromePower=30
UseCurrentFrameReflection=0
ReflectionQuality=0
ReflectionSourceSpecular=100
ReflectionSourceTFactor=90
UseAdditiveReflection=0
ReflectionDepthBias=100
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=1
EnvBumpAmount=200
EnvBumpOffset=210
ReflectionFlip=1
IBLAmount=70
IBLPower=65

[BLOOM]
BloomPowerDay=15
BloomFadeTime=2000
BloomConstantDay=12
BloomQuality=0
BloomScreenLevelDay=60
BloomCurveDay=2
BloomPowerNight=20
BloomConstantNight=17
BloomCurveNight=-4
BloomScreenLevelNight=60
BloomAdaptationScreenLevel=100
BloomAdaptationMultiplier=30
BloomAllowOversaturation=0
BloomMaxLimit=65

[SSAO]
UseFilter=1
OcclusionQuality=0
FilterQuality=0
DarkeningLevel=2
BrighteningLevel=75
IlluminationLevel=20
AdditiveIlluminationLevel=10
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=100
UseForAlphaTest=1
UseForAlphaBlend=1

[COLORCORRECTION]
DarkeningAmountDay=7
ScreenLevelDay=80
ScreenLevelNight=60
DarkeningAmountNight=-30
GammaCurveDay=3
GammaCurveNight=-2
ColorSaturationDay=7
ColorSaturationNight=-1
UsePaletteTexture=1

[PLUGIN]
WeatherMod=1

[WATER]
UseWaterDeep=1
WaterDeepness=10
WaterQuality=0

[SHADOW]
ShadowFadeStart=90
ShadowFadeEnd=150
ShadowAmountDay=70
ShadowAmountNight=35
ShadowScreenLevelDay=80
ShadowScreenLevelNight=15
ShadowQuality=0
UseShadowFilter=1
FilterQuality=1
ShadowBlurRange=60

[ENGINE]
ForceAnisotropicFiltering=1
MaxAnisotropy=16
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60

[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=30
MotionBlurRotation=35

[PERPIXELLIGHTING]
SpecularColorMin=40
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=30
SpecularGlossinessMax=85
SpecularGlossinessMultiplier=100

[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=5
DOFFocusRange=250
DOFBlurinessRange=5

Marty McFly
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#94

Posted 16 August 2013 - 04:15 PM Edited by Marty McFly, 16 August 2013 - 04:49 PM.

@up: really strange...even with all (effect.txt) effects off?

@methodunderg: implementation of swfx noise isn't possible, sadly. I uses a custom non-shader generated (what I thought of was a shader generated texture) texture; enb shaders can't load custom textures except newer versions, they can load enbpalette as texture, that's all. I did no mistake in implementation, code isn't corrupt.

But Matso's noise math which is also really cool is possible and already implemented.

alayanrole
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#95

Posted 16 August 2013 - 11:28 PM

nope, when all effects off, it goes normally. But, when i activate a single effect, the game turns white when ENB is activated

MRZ
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#96

Posted 18 August 2013 - 01:06 AM

alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.
Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif
Good luck smile.gif

alayanrole
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#97

Posted 21 August 2013 - 10:19 AM

QUOTE (MRZ @ Sunday, Aug 18 2013, 01:06)
alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.
Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif
Good luck smile.gif

nah, same result, same whitened screen

Marty McFly
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#98

Posted 21 August 2013 - 11:42 AM

QUOTE (alayanrole @ Wednesday, Aug 21 2013, 10:19)
QUOTE (MRZ @ Sunday, Aug 18 2013, 01:06)
alayanrole; may be it's your graphics card ? Try turning of every sort of Anti-Aliasing, then see.
Marty; the bloom looks cool smile.gif , but , The most thing that i'm messing in Petka's bloom is the ToneMapping , not hard , I think dontgetit.gif
Good luck smile.gif

nah, same result, same whitened screen

Really really strange...uhm are you mac user? Ever had any graphical problems with a game, ever? You use 0.076 or 0.158?

alayanrole
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#99

Posted 22 August 2013 - 09:07 AM

using win7 ME v1 work fine, graphical bugs? yes,
1. smoke oftenly colored a bit like pinky or greenish
2. weird gradient

i'm yusing 0.0076

Methical
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#100

Posted 28 August 2013 - 10:24 AM

For next version, can you include some comments on the parameters in the enbseries_mastereffect.ini please like you did in previous versions?

Example from your 1.0 Release:
QUOTE
//#define HDR

float Defog=0.000;      // Strength of FogColor, higher = more.
float4 FogColor={0.0, 0.0, 0.0, 0.0};    // Lens-style color filters for Blue, Red, Yellow, White.
float Exposure=2.0;      // Contrast settings, higher = brighter, but also more white.
float Gamma=0.250;      // Gamma settings for darker or lighter shadows and dark areas, higher = darker.
float BlueShift=0.25;      // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

// DKT70 Sharpen effect
//////////////////////////////////-----------------------------------------------------------------]

float sharps = 0.0;      //sharpen strength; always offset value x 2
float offsetv = 0.0;    //sharpen offset
float sxres = 1920;      // Horizontal Resolution setting x 2
float syres = 1080;      // Vertical Resolution setting x 2
float aspect = 1.77777777778;    // horizontal/vertical resolution

Marty McFly
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#101

Posted 28 August 2013 - 11:46 AM

QUOTE (methodunderg @ Wednesday, Aug 28 2013, 10:24)
For next version, can you include some comments on the parameters in the enbseries_mastereffect.ini please like you did in previous versions?

Example from your 1.0 Release:
QUOTE
//#define HDR

float Defog=0.000;      // Strength of FogColor, higher = more.
float4 FogColor={0.0, 0.0, 0.0, 0.0};    // Lens-style color filters for Blue, Red, Yellow, White.
float Exposure=2.0;      // Contrast settings, higher = brighter, but also more white.
float Gamma=0.250;      // Gamma settings for darker or lighter shadows and dark areas, higher = darker.
float BlueShift=0.25;      // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

// DKT70 Sharpen effect
//////////////////////////////////-----------------------------------------------------------------]

float sharps = 0.0;      //sharpen strength; always offset value x 2
float offsetv = 0.0;     //sharpen offset
float sxres = 1920;      // Horizontal Resolution setting x 2
float syres = 1080;      // Vertical Resolution setting x 2
float aspect = 1.77777777778;     // horizontal/vertical resolution

Some values need big explanations, I thought of adding a documentation text file (unless I get to know how to program a config program with explanations given like in icenhancer config tool. Sadly I cancelled computer science in school years ago due to stupid teachers....

DGiyongchy
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#102

Posted 23 September 2013 - 01:20 AM

link mediafire has private :barf:


S Y E D
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#103

Posted 23 September 2013 - 03:10 AM

You can ask Hayssam Keilany or icelaglace for the tool. Maybe he can help you to make a config tools for Master Effect.

Methical
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#104

Posted 23 September 2013 - 03:20 AM

link mediafire has private :barf:

Yeah, most of his links are now; due to the Rusky's putting his stuff on LC (and DepositFiles) and not giving credits


Marty McFly
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#105

Posted 23 September 2013 - 04:35 AM

Jengsebong007, on 23 Sept 2013 - 05:10 AM, said:

You can ask Hayssam Keilany or icelaglace for the tool. Maybe he can help you to make a config tools for Master Effect.

This is the same guy :) and he didn't create the config tool, it was leec if I'm not wrong...

 

@private, sorry for that, I forgot to set some file public again.


DGiyongchy
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#106

Posted 24 September 2013 - 09:05 AM

ok sire Good Luck :lol:


Rizky Rizaldi
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#107

Posted 26 September 2013 - 03:58 PM

Does anyone knows what kind of Singlepass DOF ???

I need that


Sakaesama
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#108

Posted 29 October 2013 - 10:10 PM

Link failure?


Methical
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#109

Posted 29 October 2013 - 10:32 PM

Just wait .. New version will come when Marty releases his ENB Z

Marty McFly
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#110

Posted 15 November 2013 - 09:35 PM

I think it's time to release Master Effect 1.4:

 

http://www.mediafire.com/?ztqa1hvxam0aq02

No documentation, sorry, but most value names are self-explaining and a little experimental joy is required to create ENB configs, don't ya think?

 

Changelog:

 

1.4

- added noise shader
- added splitscreen shader
- added colorboost shader from default GTA IV rage_postfx.fxc
- added sepia color toning
- added high quality sharpen shader
- added hdr color bloom shader (kinda...doesn't work very well, I need Mipmapping goddamnit)
- removed second chromatic abberation shader because it applies on whole image, not only blur areas
- SOLVED: Old fixed distance as focus for gp DOF removed, added an autofocus based focussing shader


Musi
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#111

Posted 16 November 2013 - 10:57 AM

No effects are showing up for me on the generic and normal 0.076v. No bloom, no DOF...


Marty McFly
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#112

Posted 17 November 2013 - 10:16 AM

User-side issue, it works for everyone who is testing and I effect.txt files are independt from user setup so if ENB works, ME works, too. For the different DOF versions you need AlternativeDepth 0 or 1, 0 for Petka DOF and 1 for gp and matso DOF. Also for DOF you need either SSAO or WaterDepth enabled, otherwise ENB doesn't render depth information.

 

Bloom: It's no bloom as you know it from other games, difficult to set up and not working very well...


Musi
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#113

Posted 17 November 2013 - 12:18 PM

The rest of the effects, like the color ones, if you get me, work. Even when bloom is enabled and the bloom color saturation is higher, the saturation in game is higher and also the performance decreases.


Marty McFly
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#114

Posted 17 November 2013 - 08:48 PM Edited by Marty McFly, 17 November 2013 - 08:50 PM.

Yeah this bloom doesn't work as you may think, no hazy thing with big shape or smth like that.

 

EBloomRadius = Radius of bloom blur, even high values like 50 aren't large on screen

EBloomSteps = How often the bloom steps ae repeated, higher radius needs more steps

EBloomAmount = intensity of bloom, bloom is always range 0 to 1 so you won't see any difference between  3 and 99999

EBloomCurve = higher curve means more concentrated on bright spots

EBloomSat = bloom saturation, even if bloom shape isn't visible because it's too small, this here makes bloom visible

 

This bloom is like HDR bloom, it applies on every pixel, not only the bright ones, it's curved which means brighter areas get much more bloom than darker ones, the higher the curve the more the bloom is shifted into bright spots.


FMHn
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#115

Posted 18 November 2013 - 12:41 PM Edited by FMHn, 18 November 2013 - 12:49 PM.

Hem sorry for offtopic or sorry for confusing you marty, but why not try to create ME on enb version 0.075(generic) because that support mipmapping?
( enb 0.075 can use hybrid set?)

i dont know enb v0.075have a set to enable bump or not( never try 0.075 so far lol._.)

yeah the bloom not working for me (maybe i dont understand that code's verywell._.) Why not try to use colormod bloom on ME? (colormod on your ME is just option for RGB color? Strong value, 0.1 like 1.1 that's right? Sorry if i wrong:( )



but matso's dof have a option to more precision? Like S Y E D or jengsebong dof. I love gpcj's dof very much! But no option to disable autofocus?

thank you marty! Good work, keep it up!

FMHn

Marty McFly
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#116

Posted 18 November 2013 - 12:49 PM Edited by Marty McFly, 18 November 2013 - 12:59 PM.

It also doesn't support it fully, here's how it works:

 

single 0.075 - no mipmaps

 

hybrid system:

 

1. 0.075 mipmap support

2. 0.075 mipmap support

3. 0.075 no mipmap support

 

As you can see, mipmapping works only when a 0.075 ENB loads another one. 1 has mipmaps because it loads 2. 2 has mipmaps because it loads 3. 3 has no mipmaps because it doesn't load any 4th ENB.

Strangely mipmapping only works when another ENB 0.075  is loaded, if 3 would load SweetFX, 0.076 or whatever, nope.

 

SAGE has 4x 0.075, the first three ones support it, the last doesn't.

 

Sometimes mipmapping works on 0.076, DirectX 1.3 for example, it has bloom on 0.076 but it requires loading a second ENB for it to function, remove that second ENB instance (which should only apply a little image grain) and your whole image is f*cked up.

 

 I have absolutely NO idea why, it is like this and I cannot change it.

 

 

Completely besides that, ME has some effects which naturally need multipass, these cannot be splitted into singlepass shaders. GP DOF has one pass only for focussing. The effect.txts cannot communicate with each other so what's the sense of focussing when you cannot export its results to a DOF shader?

Oh and even if I left these out: ME has enough effects for a 8x Hybrid ENB, if my fps drop about 5 with every instance, I'd have - 40 fps on a GTX Titan! Impossible.


FMHn
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#117

Posted 18 November 2013 - 01:18 PM Edited by FMHn, 18 November 2013 - 01:24 PM.

Thank you for answering marty!
if i had a good time, i will try to use 0.075

second enb? My sets is always have a second enb (the bloom sage has removed and tonemapping to or a hybred shader, just it maybe) yeah the colormod bloom on SA DX1.3 is to bright and pink (maybe different enbvalue.xfc? But good with san andreas atmosphere) sorry offtopic

ontopic:sh*t! Gtx titan with 40fps,me? 4-10 with filmpass,matso dof,dither,colorbost) with bsor

nah colorbost what is it? I use it and i didn't see any different on my screen (maybe i dont know how it function)

Splitscreen, the other screen just remove the dof?

and yes marty,
i need documentation of master effect(documentation for code, how it works and the function, could you share via pm? Or share)

maybe just it, more question later
sorry to much offtopic

thanks in advance!

Marty McFly
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#118

Posted 18 November 2013 - 02:03 PM Edited by Marty McFly, 18 November 2013 - 02:05 PM.

This is actually ontopic :p

 

With 40 fps I meant a 8x hybrid ENB would mean a fps drop of 40 fps on a GTX Titan, 40 fps less than with ENB off.

 

Colorboost was just an experimental shader from GTA IV, it should improve saturation in an intelligent way.

 

Splitscreen disables all effects for one half of the screen, most noticeable on DOF.

 

Oh and documentation, that would be huge, I'm working one one documentating the values but one documenting exactly how it works :O this would be bigger than ME itself.

 

------

 

btw I've found out that GTA V seems to use filmiccurve lol


Musi
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#119

Posted 19 November 2013 - 10:35 AM Edited by Musi, 19 November 2013 - 10:35 AM.

I have crash issues with normalmap.asi, dof, splitscreen and bloom doesn't work at all, also DoF doesn't work at all. Can this be caused by the stupid graphics driver I have?


Marty McFly
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#120

Posted 19 November 2013 - 02:16 PM

Maybe, did DOF etc work for you previously with other settings?





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