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Post process effects

Post process effects

Postby SpiderMack » 06 Oct 2017, 10:57

Hi,

Trying to get some dark gloomy atmopshear it did well, but it lacks some lighting and colors control
Image

Image

There is some improvments that would be needed :

1) Many sliders does have no effect
Start/ end for Fog Exp1 , Exp2 doesn't work.
Brightness/Contrast/stauration/Exposure doesn't work
Moonlight power/Light power have no effect whatever value is 100000 or 10

2) Tone mapping
It would be nice to have ACE tone mapping with some adjustable values

3) Shadows coloring
Some option to control shadows coloring would be welcome

4) DOF

5) Motion blurr
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Re: Post process effects

Postby SolarPortal » 06 Oct 2017, 11:43

Start/ end for Fog Exp1 , Exp2 doesn't work.

This is for linear fog only, Exp1 or Exp2 use the density controller.

Brightness/Contrast/stauration/Exposure doesn't work

Not added yet, so perhaps should be removed for the v1.0 unless added sooner

Moonlight power/Light power have no effect whatever value is 100000 or 10

Moonlight power is not yet working and was intended for a second directional light to control levels in the nighttime mode (obviously :lol: )

as for light power, this controls the point and spot light power values only. It was separated from the main scene brightness as you may make an indoor scene that has no directional light, but still need control over the light powers of all point and spots to balance lighting in the level.

2) Tone mapping
It would be nice to have ACE tone mapping with some adjustable values

Would love this too and is planned to be added. We had tone mapping and brightness, contrast, etc.. controls in gen1 but they have not been added back into gen2 yet as the post fx pipeline still needs some coding to be switchable.

3) Shadows coloring
Some option to control shadows coloring would be welcome

Shadows will take the color of the ambience or other lights in the scene. for example, you have a room with a red point light casting shadows. The shadows would be black. If you added a second shadow casting point light that was say green that was offset from the first light, the shadows cast by the red light would be green and the shadows cast by the green light would be red.

4) DOF

Also planned...

5) Motion blurr

Per pixel motion blur based on velocity is planned :)

Hope this helps and keep it up.. great to see screenies coming from you in the engine :)
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Re: Post process effects

Postby SpiderMack » 06 Oct 2017, 11:51

Not added yet, so perhaps should be removed for the v1.0 unless added sooner

Good idea.

Moonlight power is not yet working and was intended for a second directional light to control levels in the nighttime mode (obviously :lol: )

Perhaps remove this slider also until it works.


Would love this too and is planned to be added. We had tone mapping and brightness, contrast, etc.. controls in gen1 but they have not been added back into gen2 yet as the post fx pipeline still needs some coding to be switchable.

This one is important, later after release having ACE Tone mapping would be nice.

great to see screenies coming from you in the engine

It's all Skyline default materials, models and geometry. It's only a mock up not a game :lol:

What is lacking in skyline to quickly prototype is game kits
Image

They give you a lot more accurate viwe and prototype towards what you aim to level design.
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Re: Post process effects

Postby StarFire » 06 Oct 2017, 12:29

That proto game kit looks great. If some one was to make us such a kit it would be easier to incorporate the tools for rapid set up ;)
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