see my ENB on Nexus for the min/max values you need on those elements or just shamelessly copy the whole thing over the ones from Serenity are the "official" values for the GUI min/max. I know I may sound a bit strict in my train of thought, but I'm trying to fully understand every process as best I can, and within reason, so I have peace of mind within the files that I'm working with, and the methods that I use so that I actually learn and not accidentally "stumble" across solutions.Ĭode: Select all //Filmic Tonemapping DNI plugged into Adaptation (adapt_max is max of ENB adaptation (_s4), which I clamp somewhere)įloat A = lerp( lerp( ShoulderStrengthN, ShoulderStrengthD, ENightDayFactor ), ShoulderStrengthI, EInteriorFactor ) įloat B = lerp( lerp( LinearStrengthN, LinearStrengthD, ENightDayFactor ), LinearStrengthI, EInteriorFactor ) įloat C = lerp( lerp( LinearAngleN, LinearAngleD, ENightDayFactor ), LinearAngleI, EInteriorFactor ) įloat D = lerp( lerp( ToeStrengthN, ToeStrengthD, ENightDayFactor ), ToeStrengthI, EInteriorFactor ) įloat E = lerp( lerp( ToeNumeratorN, ToeNumeratorD, ENightDayFactor ), ToeNumeratorI, EInteriorFactor ) įloat F = lerp( lerp( ToeDenominatorN, ToeDenominatorD, ENightDayFactor ), ToeDenominatorI, EInteriorFactor ) įloat W = lerp( lerp( LinearWhiteN, LinearWhiteD, ENightDayFactor ), LinearWhiteI, EInteriorFactor ) įloat3 numerator = ((Q*(A*Q+C*B)+D*E)/(Q*(A*Q+B)+D*F)) - E/F įloat3 denominator = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F)) - E/F Īdd your own GUI elements. via modifying a standard grey-scale enbpalette.bmp file, along with many other experimental tone mapping curves, but I'm confusing myself more than helping myself, hence I feel the enbeffect.fx file is where the attention should be placed. If you feel it'll need the extra exposure control then I'll trust your word on that. added to it (or instructions if better / easier) then I'd be eternally grateful. along with bloom contrast settings (also as JawZ linked to), while having this filmic tone mapping! But if you're willing to provide an original enbeffect.fx with F.T.M. method no.2, allows ENB bloom with game p.p. so in an ideal world I'd love to have the standard enbeffect.fx which allows game post processing, uses p.p. I actually use the standard enbeffect.fx file that Boris issues with each official ENB version (I'm currently using 0.250) but with a small adjustment which JawZ kindly advised me on within this thread. Thank you also for your reply, and for the good info too.
values, but I don't know how the information on this page translates to ENB code (again, I'm more into lighting than engine Marty:
of the Uncharted 2 PDF I linked states what I assume to be the standard F.T.M. I've just now had a quick look at the enbeffect.fx files from the two ENB presets you mentioned, and although I can see "toe" and "shoulder" type settings, I'm unsure about the actual settings' values - as in if they're "standard" F.T.M values or modified to suit the presets.
There are still may other mods some of them are little tweaks like a camera changer while others introduce a whole new story mode into your game.Thank you for your reply, but even "transforming the math" sounds considerably beyond my knowledge and skill level (I'm always open to learning, but I'm equally aware of "biting off more than I can chew").
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