#RenoDX: REVEIL/Shift 87

1 messages · Page 1 of 1 (latest)

tidal socket
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been waiting for this one

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very nice

split dock
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@fierce egret NotVoosh do u want access to the #📢dev-feed channel?

split dock
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Ultrawide support is limited to 21:9 sadly

split dock
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I can make an announcement for you.
Would you like to list me all of your recent mods so I can list them 🙏 ?

fierce egret
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RenoDX: REVEIL/Shift 87

cerulean lion
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something as bad as Starfield. thought i'd never see the day

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i'm assuming a LUT and you're scaling it?

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per channel?

cerulean lion
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dechroma is old. blowout is new

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blowout goes both ways

cerulean lion
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what colorspace?

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might be rrt then?

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because blue+red = purple

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and rrt likes red

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in aces

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what do you mean by "nothing"

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༼ つ ◕_◕ ༽つ give code

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so left is hue_correction 0 and right is hue_correction 100?

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so left is default (100%) and right is 0

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you shouldn't hue correct with per-channel. that doesn't make much sense, because you want the hue shifts. and by default the hue correction source is the color you inputted

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yes

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whatever outputColor = renodx::tonemap::config::Apply(outputColor, config); was

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now, if you want to pass a color for it to hue match to, then you'd want it to have hue strength (or why bother putting a hue correction color)

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that's... uh unique pepe_hide

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i get it though. because in the unreal one, it does work the opposite when you do per luminance vs per channel

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then again, i'm also using a source color

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so hue correction 0 and per channel gets you the look you want?

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that should get you yellow instead of pink flames.

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i did another step in unreal, but it's rather untested, which is smoothclamping untonemapped, and also smoothclamping the UpgradeToneMapPerChannel

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seems okay for yellow in crisis core, but seems to have broken romancing saga 2

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now it's too yellow

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but i'm doing that because the tonemapper is dynamic in unreal, not fixed

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so finding a one-size-fits-all with no manual tonemapper matching isn't going to be overnight

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the idea is:

  • build a neutral tonemap (smooth clamp by luminance)
  • compute diff between sdr and neutral
  • apply diff to untonemapped
  • save hue from smoothclamping untonemapped+diff for SDR-like shifts
  • tonemap like normal with previous' hue