NEON GENESIS is a post-2.0 lighting mod (with Phantom Liberty support) focusing on general vibrancy and style—a more kitsch vision, if you like. Includes physically-accurate bloom, perfect exposure (simulated light metering), higher color fidelity and range, stylized atmosphere, and more.
#NEON GENESIS | talk on #nulls-morb-land
1 messages · Page 1 of 1 (latest)
mornin'!
@prisma minnow what do you think of Chai tea with such a name?
lol
This mod has the most realistic and beautiful sky parameters of any of my mods.
could never quite figure out the sky/atmosphere stuff myself, not being able to preview env settings during runtime is rough
you have a real knack for figuring things out

I did make a few changes though
General pics will be in #1158116250946379816
This channel will only contain shots that show off a specific part of NEON GENESIS to discuss about them, if you'd like to see something else, please go to the channel above!
Gonna make myself a cup of tea and then come back. Hoping to finish this off today.
Weather rebalancing is next.
just imagine you're locked in an office at CDPR somewhere
I hope to make a system that mandates that if you transition from sunny to light clouds you MUST transition to cloudy, and if you transition to sunny to cloudy, you MUST transition to rain.
Also rain's gonna be white, not the stupid blue-green rain we got going on.
you figure out anything regarding that character brightening parameter? I played around with it but it didn't seem to be doing anything other than breaking distant NPC lighting by playing with the multiplier
I just think it's parametrizing the general amount of lighting applied on characters
if it's configured to be higher than 1, characters are brightened; less than 1, they're darker.
Nothing to be done there
Definitely gonna work on INI settings for NEON GENESIS though
Rim lighting settings are next on the chopping block.
about that, I only tested with RT (not raster/PT) and they don't seem to work as they did before, if at all
probably need to take a closer look
they changed more things with the shaders, if that forum post I saw is anything to go by
yeah looking real quick 
it's possible it only affects PT but idk, would need to compare raster/RT in 1.63 with 2.0
ok, fake news me. the rim enhancement settings do still work, but maybe differently? seems more scene dependent than I remember. the ambient mix is still a thing too.
You'll have it. Soon.
@high swan different
u got any more of dem screenshots 
sure
in #1158116250946379816
gonna write an article about the flare system in the mod, too
it does include some spicy info from a certain data leak
better now?
yes, i really do like the look. stands out without having to go all E3 (and I love my
)
see the trick is
do stuff the right and physically correct way
and you'll get a unique look
tl;dr: remove additive blending and any thresholds
some things you just can't do, for example, removing the additive blending for flares
but, you can remove the additive blending for bloom
I really went against the grain with NEON GENESIS because I wanted to see if stuff could be done completely differently
(unfortunately [or maybe, fortunately] this requires a quick peek at a certain data leak)
deadass the most beautiful i've seen this game look
@high swan thoughts on the subtle but present chromatic aberration?
damn, you can really get a lot out of an env
you gonna be doing anything, I guess, special with the weathers other than rebalancing?
yeah
to me it looks perfect
This too?
yes
like actually believable levels
this would be a much more believable instance of CA than the other trees
why do you WANT CA
this triggers me a lot im sorry

makes the image juicy
not a camera guy but CA and even film grain work with the style of this game
Chromatic aberration is caused by the dispersion of light in a camera lens that can lead to color fringes in the photo and thereby disrupting the image quality. There are two types of chromatic aberration, longitudinal and lateral.
UNLESS YOU UNDERSTAND OPTICS AND LENSES AND GRAIN STRUCTURE AND AND AND
here it's good examlpe
this is like chromatic abberation central
extremely strongly contrasting lines, getting BLASTED with light in the highlights, running along the edges of the lens/image sensor
you're right, don't know much about that, but style 
hope i can get carlosironman to do a little showcase with PT
cuz
I can't run this game with PT anymore
games tend to apply this in an overly binary way, too simplistic to really benefit from the visual beauty of these things
why not
OK
BOOM
I FOUND A GOOD REASON
EXAMPLE
WHY YOUR IMPLEMENTATION OF CA ITS A BAD
!!!!!!!!
so subtle you can't notice it
i'll be sure to include a perfectionist option
I get that, like CA looks bad in something like TW3 or Bloodborne but it works for this game idk
well mine isn't everywhere either lmfao
I thought it looked good in bloodborne, in fact, I really love how FROM handles post-processing
ya but its too present
have yet to play

i can just adjust the margin for you
tbh i would trust them to do it right
perfectionist settings
dorkmode
yeah
listen you asked
and I listened
too much on da bridge railings
for example
it should be like, idk, almost very subtly vignetted by it IF ITS THERE AT ALL
eh it was kind of too much with Bloodborne, but tbh its been so long, TW3 is what I have in more recent memory
The image to me looks just subtly blurred enough yet sharpened enough by 4k that it's perfect
The fog, too
I do plan to get rid of distantfog though
How's it gonna look at poor person resolutions 
"#3. Focal Length
Generally, zoom lenses are most affected by chromatic aberration at their minimum and maximum focal lengths. Let’s say that you have a 24-70mm lens – both at 24mm and at 70mm is where your lens will show more chromatic aberration.
To deal with this, you have two options: the first one is to use a prime lens, which will handle chromatic aberration much better, while the second one is not to use the minimum/maximum focal lengths of your zoom lens and just to use the ones in between. You can crop a little bit or do a panorama to replicate the minimum/maximum focal lengths of the lens if you wish. "
Won't the CA be more obvious? The envs have params for CA and render resolution I thought
Dun think so. It's just about dispersal... and I don't know SHIT about dispersal

this is a big part of how CA as implemented in games bugs the shit out of me
it generally means you're shooting poorly, in extreme lighting conditions, on bad settings, on a shit lens
And yeah the distant fog is ugly, has to go, maybe more volumetric fog? But in my experimentation with it I never got a handle on it
yeah the n64 superman fog
wtf is that
lol
btw even certain cheap older lenses are very good at preventing CA completely
"For low or no CA you want an apochromatic lens. You may be able to find one used for $300. I recommend the Voigtländer 65 or 110 APO,"
idk
it just bothers me ppl are deadsetting a visual effect that often means you made a mistake or purchased low quality gear as a photographer
or didnt correct the image properly
it should be barely visible
when i go outside and take pictures in the brightest bright lighting conditions, direct sun, even with leaves hitting the sunlight directly on the edges of my frame, if im exposing correctly and using my nicest lenses,
its barely visible at all
yes but these arent flat images im editing my images too but the CA usually sint there to begin with
i rarely ever have to correct for it
5d mk4 on zeiss 50mm f/2.0 makro-planar
its SLIGHTLY present around the rim of her glasses but not in the leaves
and its bc those glasses are like CA central
here u see it on the beads or w/e of her boots, along the lining of the door
but even then its very subtle, ONLY AROUND THOSE ELEMENTS, and in an incredibly extreme setting thats like, designed to provoke CA
when u zoom in all the way literally on individual strands of her hair exposed to direct 12 o clock noon bright as possible bright midday sun
then u have it on CERTAIN strands of hair
but they're still sharp while having CA
even here its a lot more minimal than like
that one bright patch
here its on these metal hoop things
which are liek chromatic aberration machines
metallic things like this that are like harsh and rough and VERY THIN and are in direct sun and are very metallic and reflective have tons of CA
but i would just turn the magenta / purple channel saturation down while editing this
theres nothing else magenta or purple in the image
the point im making is
neon genesis CA overdrive when
this CA is soft BECAUSE of the CA
thats not a necessary thing
those two things are conflated but not always together
can turn it off, no? I assume you play with it off to begin with
yes but
my tldr is that its a VERY imprecise application of a visual artefact that should not exist if you are doing a good job with the camera in the first place, and are using good lenses
you can see how the in-game CA looks different to the CA i have in my actual real good cameras, and its worse imo
its CA that ALSO makes things soft
ca doesnt automatically = soft or less detail PER SE
the direction should hold up without CA imo, the colors and sky alone
it also should be purplish and along the edges of things
lmao it doesnt need CA, CA DETRACTS from it
ESPECIALLY this game implementaiton of ca
which is better than most but still worthless crap imo

photo boomer ted talk done
would have to replace the whole shader to get that look
no just turn down the ca or increase contrast and sharpening slightly
or turn off ca even better just pretend you have a good lens

what if I don't want to pretend
You are pretending you have a bad lens by using CA
damn. you got me. never gonna recover from that tbh.
goddamn
Sometimes I just can't believe how beautiful they made Dogtown to be
Figured out what subpixel dispersal is
Squint into your monitor and look at the individual pixels
The subpixels are offset to give a screen-wide chromatic aberration effect
Turning that shit off NOW
what's going on in the left side there 😅
I can test but only soon™️
that glitch there is the GI bake or whatever breaking, yeah? it's random and the only solution is PT
I wonder if the square root of 2 is the correct value to set our lens flare curve to
It is the natural weight of the distance from the camera center
It would make sense
Using this line to justify the removal of all thresholds:
Light doesn't need a certain amount of itself to react; it simply does.
what means
don't worry
means
the shader doesn't need a specific amount of light (threshold) to trigger
it just happens
feels good to me
so, still any use in testing your file?
yes
it uses 2 instead of sqrt(2) but
same kind of thing
I can repack actually
sec
something weird here, think this might be a game fault though
yeah, seems to be the sun clipping through the building here
so far not seeing anything weird other than that
did fog always move with the camera? 
ok, this location, the fog is a bit weird, might be some variables here
mornings are 
can u show what this means visually
symptom of distant fog
I don't have enough time to tune volfog to get rid of it yet
Think I'm going to release NEON GENESIS tomorrow
What about the one with portra and stuff 😞
Not yet.
hey, so how do you feel about playing with ||some ini settings||
it's subtle but it's there. first pic is with current values, second pic is with pre-1.5 values
this is with psycho RT

I've dug pretty deep, there's really not much else to see
Some settings seem to override whatever the env is being told to do, but not sure there's much use case there.
Can you try sending me the CET log for 1.2 settings dump?
And anything related to RTXDI doesn't work without path tracing 
well, the best we have is from 1.04 really
that's from the nexus dump
They didn't really start changing ini values until 1.3
My screenshots are with DiffuseIlluminationAOModulation set to 0.4 instead of the current 1.0
Outdoor scenes can look better, mostly. Interiors... well. It depends.
This covers INI changes from 1.3 to 1.6, no 1.2 or earlier, sadly. But the dump is enough.
Might also be worth testing this
should I do it @prisma minnow ?
IT's OUT
late but 
can you do a compatability mod for weather mods

Also, you should have vanilla comparison shots on your mod page.
Lmfao no.
I’m gonna ask several different mod probability mod authors to lend me their values
Man this is a stunning mod, and with little to no performance loss for me
Thank you. Waiting to endorse lol
Waiting for weather stuff to try + your other mod
i think thats best weather mod
but idk need to updating for 2.0.1
honestly tbbh yeah
the way it's implemented sucks omega dick
every game implements it in the most lazy way
yeah, there's a reason CDPR themselves more or less have it locked behind quests
i rlly noticed and felt a lot more diff types of weather and more diverse transition with mods
imo its needed
weather system usually need lot of specific refinement
im always use for open world games imo
fo4 fallout new vegas
random modder will put more thought into it than a game dev also making an entire separate whole ass game
weather is usually pretty low on the list of priorities, probably. especially for this game.
the weathers themselves aren't the issue though, it's the transitions, they're really rough with no buildup, it's just "clouds do stuff weather changes" all under in like 10 seconds
yeah
plus
they made the omega smort choice
to have different sectors have different weathers
so badlands i.e. have forced light clouds
so when NC is rainy, badlands are sunny
worst part is, NC doesn't have a single rain cloud atop.
and when you go back in, everything changes willy-nilly; same vice-versa
yep, which on top of more diverse weathers makes that all the more obvious
isn't it possible to go into the sectors and rip that out? probably would be a lot of work and be incompatible with God knows what though
system is far too janky to reliably test too
earlier with the rain thing I got stuck with perpetual rain
something in pacifica fixed it; but now i'm stuck with perpetual sun!
so many subtle bugs were introduced with 1.5 it's insane
mm, feel like they decided to ease up on testing/QA around then
more than a few visual bugs since then, especially with RT all remain in 2.0/2.01
the weather system at least seems fixable with mods, in theory. the designers use the quest system to force weathers, maybe it's possible to rip out/disable the current system and use something similar to that, idk
Days Gone wants to tell you something... It has really amazing weather effects including snow that slowly builds up in the environment. RDR2 is really good to imho.
But for Cyberpunk yeah... Weather is kinda shit and plagued by a lot of bugs. Transitions are visually fixable tho. I increased the transition times for almost every transition for my mod and it works better I think
That looks insane. One of the best mods out there. If you're ever interested in making a version with my weather transitions added just hit me up. I would love to support the project!
I would be interested!
Ok perfect. If you have a version you would like to have my weather transitions added just send me the "cp2077_master_env_ep1_v006.env" file. I add them and after that you can use the file just like before.
Just beware that there are lots of references between weatherStates and weatherStateTransitions. I fucked them up multiple times before with not copying a handle and then nothing works
@waxen pike pretty bls
Thanks for the file. I'm kinda busy right now but will do it in the following days and send it back to you 🙂
Please do it!!!!!
OMG it's happening
Finally
Damn straight he put a ton of work and know how into this
working on NEON GENESIS 1.1
testing out different leftover files and settings for SSAO
main changes: rebased main env entirely (bartek_blue_dusk.env); changed SSAO with custom settings; lens flare saturation up to 2; chromatic aberration reduced but made even better (@high swan).
it's not included in that photo, let me see if I can get a good one with it
raster lighting is impressive (sandra booba)
bro
SSAO settings definitely pay off. The effect is a lot more noticeable now.
It's more subtle and better now I'll give you that
I am not entirely unreasonable
Is there CA along the bottom railing of the fence?

Bruh
Vanilla fucking sucks dude
I accidentally loaded in without NEON GENESIS
WHAT THE FUCK IS THAT
This photo has unbeatable vibes

NEON GENESIS 1.1 vs. NEON GENESIS 1.0 vs. Vanilla
u have to show like
ppl like the screen wipe thing
or a gif or a side by side
or something
vs vanilla
gamers dont have calibrated monitors and shit bro
1.1 rain
raster, btw.
is this with the weather stuff
Pog
rain and fog (in that order)
7/10 too much water
1.1; working on clouds
GI and SSAO tweaks are delicious
gonna turn up silver lining and internal shadows for vol clouds, let's see how it looks
GI changes are absolutely noticeable
not sure what I did to deserve amazingly soft shadows
nice, but what's going on with the grain there?
messing with it
currently full intesnity
gonna try to derive the grain settings of the kodak vision3 250D negative mp film
is all this on raster? looks lush 
oh i bet!! my 3070ti is struggling to do RT so far tho 😭 thank you for supporting raster peeps!
@fierce stag I can't run the game with RT anymore; so it's only natural.
you got any more shots that show off GI changes? 
Reminds me of grain circa 1.03
dude
looking forward to it 
1.1 is codenamed Atacama now, because why the fuck not add codenames!
there's a real reason though, I get to make different projects for each ver
also filenames are easier to manage!
will test today!
yeah I’m gonna make the codenames be regions and places in south america
looks pretty so far, anything in particular you want to test? e.g locations or weather
clouds and light clouds is what i've worked on the most
@shadow tartan Your mod is god tier. I feel like a fan coming here to tell you, but seriously amazing work!
I feel you. I've been driving through NC at night with Atacama and it feels like a whole new game
not sure if this was your doing but this weather is creepy AF
yeah that's toxic rain, haven't touched that one
ah oops
This will install fine thru Vortex?
kk
gonna see if I can reconstruct SDR LUT from HDR LUT and see if it has any benefit to the look
Looks freaking sick mate
They look good this way
Granted it's a massive hot spot
yeah
Clipping's alright if it's intentional, and this is
The image feels perfectly exposed to me
Clipping highlights my mortal enemy
lol i guess the sun is your mortal enemy then
Grain is too fine imo!
You're right, but, gamers are gonna be pissed if it was more coarse
still not over how beautiful the clouds make the game
You adding noise unnecessarily by having the grain so fine and it will mess up even more on really busy stuff imo
How did you do that
Like why do they look so more real
silver lining, shadows, and scattering settings
Um
Have you seen the fallout new Vegas natural weather mod
You should talk to those guys imo
it won't let me make the atmosphere this good though
Water is buggy because of cloud shadows
I don't know how much you can learn from another game engine but
That is one of most impressive weather mod I seen so far imo
DNW is great
You don't get anywhere near as much control with Cyberpunk vs a Bethesda game
true, and Cyberpunk is a lot more advanced + has a totally different setting
Plus they're able to mess with shaders, probably not something that will ever happen for this game 
The closest there ever was for a CDPR game was BlitzFX
W3 has something we don't have for 2077
env ui
fuck it #1165044727553470565
need this, might as well put a bounty on it
haven't cashed out my DP in these 3 years
Would be a godsend, hope someone takes you up on it 🙏
hohohoho these GI changes
feel like the only time I've gotten such a moody photo is with PT
What is the implication of that and why not
Still maybe we can learn something? They just did a full rewrite of the mod
They just uploaded it yesterday
IDK it's one of my favorite things to mod in any game since I feel like it adds so much and the vanilla weather systems get old really fast
Imo
adding new effects to the game/further control over existing ones, can only do so much via env
- can't add effects that aren't already in the game, e.g. anamorphic flare
- can't recompile the game nor have the tools to change it in other forms.
Oh
Um why not is that a dumb question
IDK anything
only people who have those tools are CDPR themselves
Can you replace the existing flare
I mean, it could be possible? BlitzFX did add things to TW3, but this is DX11 vs DX12
now if they're good big boys and give us open-sourced REDengine before they abandon it; we could do it.
if only I could find source code to BlitzFX
I would unironically like to add an upscaled lens flare or a more cinematic or analog style one
we can get a lot of info looking at the source leak but we can't distribute recompiled binaries
plus those would flat-out not work in any version other than like 1.1
Why
because the source leak happened early 2021 lmfao
I just want cooler sharper higher resolution more saturated stylish flare
tbf it was ahead in version compared to retail at the time
You gave me a new dream
yeah visually
open source REDengine would solve many issues
only have to hope that CDPR does it
To make like very optically accurate very cool 70s lens flares
That are like correctly calculated for all the angles and lens coatings and lens elements
but I told you why I can't
ReShade 
no HDR input
at least without addon
maybe if Marty lets me use fulcrum?
idk
that'd be the only way to get cool effects like this working; access to fulcrum
which isn't out yet anyway lmfao
Might be the only way to do it without open source engine
Will be my dream
bokeh lens flare
Not exactly but
very nice
they don't do that
they opted for anamorphic lens flare but not the normal one you see but rather the radial ones
so ghosts and halos, not the light flare
that's not in the game for whatever reason despite the fact it could elevate it
You can literally see it will have a nice flare just by looking through the lens
a high-quality anamorphic flare shader would go super hard in this game, undebatably
And a nice warm tone to the lens coating
Ya especially if there were more variations or detail to it
proven by CDPR themselves because some lights actually do have an anamorphic sprite
I could go ahead and break my back adding it to all lights but I'd rather not, thanks
these are all non-anamorphic lenses though
Non cinematic you mean?
isn't it like the lens flares Mass Effect uses
the most cinematic
watch any cinemascope film (and I mean actual cinemascope; not just the ratio) and you'll see what I'm talking about
the vertical bokeh, radial flare, swirl, barrel distortion
all characteristics of a good anamorphic lens
can't forget the long horizontal light flare
looking for cinemascope films
PERFECT one for this is La La Land
they use the same negative film stock that the LUT in NEON GENESIS is emulating
you can tell with how they handle reds and blues identically
Oh ya
IDK
They depend on the era
huh, a lot of movies I know were cinemascope. shows how observant I am! 
I use PotPlayer
it's not open source
means I can't verify how exactly the tone mapper works
Not good

lookie here
what the fuck?
dammit
it saved the HLG version
ok
good enough I guess
look at the red! it's exactly like how NEON GENESIS handles it
exact type of flare we need!
also generally the film is graded wonderfully, I really want to get the game looking like this
also EXACTLY how I want dusk to look in NEON GENESIS
also
always remember
if you're using VLC
set the renderer to OpenGL and these settings
getting those colors would be something
I'd recommend using the BT.2407 if VLC had full libplacebo capabilities, but it doesn't
(which is weird because videolan makes both projects)
Reinhard with full desat looks great (don't use zero or anything in-between, 1.0 is how Reinhard should be applied)
I'm not too familiar with VLC these days, does it/these settings also do HDR to SDR, etc? Or is this purely SDR?
Bad flare imo
gives me best quality honestly
This movie looks obnoxious
There's actually a lot of fancy tweaking you can do in VLC if you get into it
This movie looks obnoxious
I'm used to PotPlayer/MadVR so I've not really looked at VLC lately
you look obnoxious
yeah honestly

yeah I don't know much but I do think it looks good
also, look at bottom-left, that's the radial flare of anamorphic lenses that the game already has
oh shit
now, what I want is those light flares
Too cold
morning is right
Too modern style lens flare


I'm not a film guy so I'm just going off of how it looks
Too blue too subtle too soft edges too modern
Maybe there's some 10,000 word reddit thread that would make me change my mind idk
It's just too cold it's deliberately graded in stylized cold color way imo that's not to my taste
But I'm a big film nerd
Well, what's something you do like?
The video is Wong Kar Wai tribute.
This video showcases most beautiful shots of WONG KAR WAI Films.
You can turn on the CC button for the original titles of Wong Kar Wai films.
Wong Kar Wai is a Hong Kong film director, screenwriter, and producer. His films are characterised by nonlinear narratives, atmospheric music, and vivid cinematography...
I especially love the red-blue contrasts in the movie, it's something I want to replicate
Maybe one day I make an actual lighting mod
and by that I mean go into sectors and change light values
Directed by
Yimou Zhang
Director of photography :
Christopher Doyle
Song :
Main theme
As you probably know, I can't monetize my videos because the content isn't mine.
You want to fund me ? : https://www.patreon.com/TheBeautyOf
Through this page, you have the possibility to support me and my work.
You can also help me for free by watchi...
A good American one is The Outlaw Josey Wales
how many sectors are there again 
#WhatAView: 'The Outlaw Josey Wales' (1976), cinematography by Bruce Surtees.
💖 20
how different lenses react to a direct light source. Lenses were used from the 1950s to the 1970s.
You can find pictures of the lenses used at my Flickr-Channel (search for Role Bigler)
This is a cool compilation but doesn't have my favorite old lenses in it
Ran by Kurosawa has pretty good color work
it has a similar highly-saturated style as La La Land though, idk why you get it
has the perfect subtractive saturation of a similar film stock
I am seeing that but La La Land still stands on its own
I'm not seeing what's so much worse or anything
it's gonna be a while (unless psiberx actually makes that env UI) before I get even that perfect dusk going on
definitely mine
I love subtractive saturation
Very filmic
I love subtractive saturation so much it's insane
Warm film tones
Crazy, even
I think it's why I despise AgX honestly
I can't see it's so tiny
because it says it's silver halide when it:
- doesn't simulate actual film range
- emulates optical color range
- has a ridiculous amount of crosstalk
- is super low contrast
oh close encounters
sobotka do I really have to tell you most good film has none of those things?
you're better off using a film emulation plugin for your output instead of AgX
just export your blender renders in log or exr sequences and plug it into DaVinci
use dehancer and done
🤑
Ya that's a big lens flare movie lol
warmth is great and all but what's better is cold and warm contrast
do you get what I'm talking about?? this is beautiful!
IDK I tend to really like 70s warm film tones like 35mm Kodak portra as you know or medium format
What's a sci-fi that you would say has good color grading?
I'm curious
Just looks normal
I was about to but I saw a little bit of warmth
It's really just different aesthetic preferences
true
I have no nostalgia for the fucking 70s lol I wasn't even born
But the optics and stuff from around that time and certain 80s stuff I just adore
i.e. Baba got a """bug report""" about his color crosstalk being too high, while he was reasonable saying that he's just simulating the look of 80's cels on film
They compared GITS to NEON GENESIS and called an artistic difference a bug
pretty stupid
Ya like

There's some objective aspects
Like skin tone
Certain kind of lights should look a certain way
Stuff like that
Red sweater
IDK
I would die for a lens flare like this maybe a bit more embellished in cyberpunk
looks like a bug to me!
but that's normal lens flares
Ya
not the anamorphic type
I don't really like anamorphic lens flares
I want anamorphism
since CDPR went half-assed, i gotta do it full measured
They remind JJ Abrams cgi lens flare barrage
yeah he ruined it
hey, JJ is a visionary
This type is more cool to me it's not really cinematic per se
But it's just aesthetic nice pleasing
When you drive in and out of the sunset for example it will looking so pretty

Not that big as that one
cinematic is better than cool
It's hard to explain unless you know optics but
When you walk in and out of the direct sun like that it's sooooo pretty and cool and pleasing
I'm mega nerdy about this like pretty much nobody else so
But ya we have plenty of anamorphic lens flare
Too much
It's not got that nice full warmness of nice film and stuff
IDK
I just love it
anamorphism go brr 
Random Access Memories (10th Anniversary Edition) out now: https://daftpunk.lnk.to/RAM10s
Official Music Video for “Robot Rock”, taken from “Human After All” available on all platforms: https://daftpunk.lnk.to/HumanAfterAll
Subscribe to the official Daft Punk YouTube channel: https://daftpunk.lnk.to/subscribeonY
Watch more videos of Daft Punk:...
This is cool too
The like 70s pointed star look lol
A bit much but
Would be cool to have in a game at some point lol
That's one for your new cyber drugs mod lol
Atacama might not release today
Realized a HUGE issue that will take quite a bit to fix
what's the issue
it’ll be your christmas present
is this right
didn’t change that weather; must be ini changes
Do you (or anyone) know how the weather is controlled in dogtown? The env's from ep1 doesn't seem to do anything, it's always the same cycle.
I do, Dogtown visual settings seem to be controlled by a master envparam, and have the weather envparams layered atop
so it goes
- master_env_ep1_v006.env (from base)
- master_env_ep1_ow_trigger_v006.envparam (from ep1)
- Weather envparams (from master_env_ep1_v006)
I'm sorry, i should have been more specific. Not talking about the visual settings but weather probabilities, transitions etc. and these are completely ignored from master_env_ep1_v006.env and master_env_ep1_v005.env.
Don't seem that way to me
So your NC weather cycle works in dogtown based on master_env_ep1_v006.env? I do get the exact same cycle when skipping time, no rain or anything else besides sunny during day and some fog on dawn. Maybe it's story progress dependant then or idk.
@meager zinc you try resetting your cycle with weathermancer?
also, whenever the day starts, the game seems to pre-determine the cycle no matter what
so skip to midnight a few times and then try again :D
Good point, i have not. I'll try this
also try using immersive timeskip; that just messes with dilation so you get the transitions working like it should
Yeah, already using this
plus go hour-by-hour and shake your camera a bit
or turn around; this way the vol fog clears
Oh my god that was it, it just was bugged. I really should have tried this first. Thanks for your time anyway
How far off is it from being done realistically
Nobody is more excited than me for it I hope you realize
Yeah I understand
I'm just excited it looks like all I've ever wanted
I know
The feel after putting out a big mod
Yr doing good work lad

well hold me to first day of hanukkah @high swan
if I miss it, it'll be sometime in the eight days
thanksgiving gift for you will be realcolorr 3
Well lore-wise, it's supposed to be acidic rain, I think
acid rain looks like rain; that's what's dangerous about it in the first place lmfao
Oh, lmao
I didn't know that
if it really looked very different, I imagine you just... wouldn't go outside that day
but, no, it does look very similar if not identical to normal rain
Acid rain is real
It's not like the literal acid rain that exists on Venus
It's like toxic industrial chemicals evaporating into clouds then raining back down on us
God punishing us with our own toxic poisons for sullying the beauty of the nature He gifted us in His infinite wisdom



so
seems like the flares are added via the objects ent
means I can add it to a lot of them at bulk
I wonder if I can get permission from Baba to make a patch/version of GITS with improvements from NEON GENESIS, e.g. bloom
GITS layout is pretty fucking complex, I commend Baba for being able to work with it
what's even missing lens flare anyway
hm, speaking of lens flares, what about the effect/mt files they seem to have?
...any point light I can get my hands on basically

ents reference effects, which reference particles, which reference mts which reference shaders which reference textures
yeah, don't know much about those lmao, and I really haven't seen many people mess with them, still, seems there might be things of interest here, there's an effect called ep1_trailer_only_flare, so I wonder if it could be made to work elsewhere
distant fog has an mt that I tried messing with once, seemingly did nothing
don't want to clutter things, so, someone who knows what they're doing could probably wring something out of these, fake_flare.mt looks to control "anamorphic" flares, but nothing seems to make any obvious use of... whatever this is
replaced bloom settings with anam flare by myself
this looks almost just like a real anam lens
how the f
Damn that looks incredible
can u translate to dumb guy please
thanks
No
ok jj abrams
bit strong aren't they

Saw your post regarding scattering, ain't no way
it's true
it's placebo

anyways thinking of making an offshoot LUT mod for neon genesis called noir genesis
b/w focused for screenshots
maybe for halloween
I remember testing that code like a year ago and we actually thought it did something.
Kind of a shame it doesn't actually, the E3 light scattering was majorly cool.
CDPR did everything off when making the 2.0 and PL env 😭
they made bloom vertical to make it """anamorphic""" and I followed suit
I now know that anamorphism's unsqueezing of the img makes it so loads of lens artifacts are squeezed horizontally; bokeh being the only real exception
so bloom should be horizontal
not flare though, this is notable
because I have just made the most realistic looking post-processing on earth
zoom in and look at the grain!!
it's perfect
@high swan revise this
Hard too tell bc of the shot being grey and limited color palate as well as having some noisy areas
Like I think it's JPEG artifact noise and not noise you intended to be there 😂
Wrong! It looks good! Wrong!
I was talking about the image itself not your mod lol
If you're asking what I would I'd say it could be very slightly (like legit +1, +2) more saturated and contrasty, as well as maybe bigger grain but that's also just generally my personal preference to have bigger grain
But it would alleviate some of the noise in the darker areas especially in a screenshot
But I think you also wanted this one to be more flat so
real
this will be cyborpank in 2014
💯💯💯💯💯💯
deep dive supremacy
its ok
We're going to make R18 Great Again
Nah but seriously Neon Genesis is pretty impressive
I'm not really a deep dive supremacist I'm just being quirky, don't have a spoon though
And yeah it's its own thing that isn't E3
Yeah ik I was just kidding around
Plus I sorta pray null helps that E3 lighting mod out with the stuff he learned from Neon because it could be very pog
I still need to test out Neon more though, haven't used it much
I think Null wants to move on from E3, let it go
Nah he said differently in his comments on Neon
but it's obviously up to him idc either way, I'll still use and test this mod all the same
Ah I see, wants to do his own spin on it
Yeah exactly
like 2018 but better
or nullified ig
which I'd like because I think null has a peak eye for aesthetics
Yeah ofc not trying to dunk on essenthy
essenthy is going for full accuracy but like I said I think it would be cool to see how null can take full accuracy and then make it even more visually appealing
could have 2018 but better
blasphemy

Nah but I do want to see how far Cyberpunk can be pushed, and Null is at the top of that game so far
Only really have like 3 active lighting mods for Cyberpunk, TW3 had a new one every other Tuesday it seemed
true
TW3 had better E3 lighting too
CDPR moment
game went from total grit to extreme vibrancy
probably why Cyberpunk and TW3 have so many lighting mods
yeah CDPR always completely pivots on lighting rather than finding like a balance or something
At least with Cyberpunk it was more understandable because they hired a third party to do the lighting
TW3 just got changed for seemingly no reason
That stuff inspires people to make the game look better
I think 2018 had to be mostly them in regards to lighting, third party was necessary to get the game even out probably
True
Current lighting can clearly be worked with obviously, but it still has all the same issues it had at launch, with only PT fixing them 
real
I noticed ever since 2.0 the shadow bugs are atrocious
Like this is all over the game now
Tbh it does seem to be more prone to glitching now
Yeah idk it almost seems like 2.0 was made on an older build which they tried to retroactively fix.
That area in Northside with the new car was missing the bake entirely, not sure if they fixed that in 2.01

And I'm not sure what they're going to be fixing as support is wrapping up
Yeah it's hard to enjoy lighting mods when you have vanilla issues like that.
It's pretty bad, game needs like 5 more patches at least
Well that's why we have PT 
screams in 2080ti and i9
The regular RT is on "good enough" ground for me, despite being kind of downgraded/sidegraded from launch, but it doesn't fix any of the bugs in regards to the GI bake
And has its own new bugs now, with skin and shadows in general
I just play with RT reflections
everything else causes it's own issues
RT shadows causes pixelated shadows
I don't want to clutter the thread too much, but this is a decent comparsion of old RT (from launch to 1.2) vs the current RT
old is left and right is new
Even outdoor scenes were different, but some of that you might be able to chalk to env changes
Damn weird. Misty's looks a lot better in the old patch
has more depth
last one
But yeah they made a lot of changes that I'm not the biggest fan of, the new reflections are an improvement at least, old reflections don't have as much detail as what we have now
true
I get where you're coming from though yeah, it seems they changed some weird stuff
I'll blame PS4/XB1
2.0 is SO AWESOME!

Your talk about lighting changes left out the most crucial change, the triangle shadows
This probably isn't so much on CDPR as it is on the mod
Nah I tried it vanilla too
and with Neon
that bug happens everywhere now, at least in my game
In my case, I've only seen these more obvious glitches with Cyberlighting
I uninstalled all my mods and checked and it was still there so idk
PT makes them vanish, so it's probably still an issue with the lighting bake, but it isn't impossible Cyberlighting makes it more frequent. Not to crap on the guy, just speculating. He does edit world sectors.
lemme test with neon again
Yep, happens with neon too
Only PT fixes it
well ok then 

PT may as well be a requirement to play this game at this point. Lighting is entirely broken otherwise.
wonder if mods can fix this cause I'm not sure CDPR is
I suppose turning off GI would also fix it but that's not much of a solution
It was a lot better before patch 2.0
it happened it some places but not nearly as bad
it's like they only tested the patch with PT on
Not impossible 
until you see some triangles
mhm exactly and then I lose all immersion and remember this is cyberpunk
hm, wonder where you'd even start in trying to fix this, find the affected world sectors, maybe?
If I knew I'd fix it myself
Like I said, it was a lot better before 2.0 but even then it still happened in certain locations like the kabuki market stairwell
hmm 
I wonder if the GI pass RT Psycho does is tied into the general setting
My thought: disable GI, see if RT Psycho GI pass still works
Seems RT psycho fixes it too
Wait what
Yeah

Uh, does RT Ultra lighting fix it?
Yes
Medium?
Yeah
RED ENGINE
In my experience no amount of RT fixes broken spots in the lighting bake, only PT
Yet on your end it somehow does

RT lighting at Medium shouldn't even affect lighting enough to "fix" anything
that's so fucking weird lmao
Is it fixed if you turn RT off and change some random graphics setting elsewhere?
Maybe that does it? Idk
nope
turning off RT makes it come back, changing other settings doesn't do anything
raytraced lighting turned off but with other RT features on also makes the bug stay
only turning RT lighting on fixes it
I don't know what to say 
pro CDPR coding
Ah fuck the patch is dropping today
Probably gonna break Cyberlighting too, essenthy has more work cut out for him










