#RenoDX: REVEIL/Shift 87
1 messages · Page 1 of 1 (latest)
@fierce egret NotVoosh do u want access to the #📢dev-feed channel?
Ultrawide support is limited to 21:9 sadly
I can make an announcement for you.
Would you like to list me all of your recent mods so I can list them 🙏 ?
RenoDX: REVEIL/Shift 87
something as bad as Starfield. thought i'd never see the day
i'm assuming a LUT and you're scaling it?
per channel?
what colorspace?
might be rrt then?
because blue+red = purple
and rrt likes red
in aces
what do you mean by "nothing"
༼ つ ◕_◕ ༽つ give code
so left is hue_correction 0 and right is hue_correction 100?
so left is default (100%) and right is 0
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
yes
whatever outputColor = renodx::tonemap::config::Apply(outputColor, config); was
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)
that's... uh unique 
i get it though. because in the unreal one, it does work the opposite when you do per luminance vs per channel
then again, i'm also using a source color
so hue correction 0 and per channel gets you the look you want?
that should get you yellow instead of pink flames.
i did another step in unreal, but it's rather untested, which is smoothclamping untonemapped, and also smoothclamping the UpgradeToneMapPerChannel
seems okay for yellow in crisis core, but seems to have broken romancing saga 2
now it's too yellow
but i'm doing that because the tonemapper is dynamic in unreal, not fixed
so finding a one-size-fits-all with no manual tonemapper matching isn't going to be overnight
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