I've been rummaging around a few ENBs and this one is excellent. Interiors are so dark, though. I do use EFLX. Are there any adjustments I can make to raise the interior gamma? Or shall I wait for your update?
the problem with this operator is that 1-y is quite big even with x quite high for exemple 3. There are some optimizations to reinhard operator to make image looking good you can get the full reading here Reinhard's operator is well suited for real HDR processing and the complete implementation is not acheivable for real time graphics which nee to guess a local adaptation for each pixel.
For the game uncharted 2 the authors used another curve wich is polynomial a behave much better than reinhard's for computer game it's explained here I used this operator for the version 0.1 to 0.5 of this preset
For version 0.5b I have tried a gaussain curve for the tonemapping operator wich should in my opinion give good result because this curve behave like a "S" so it saturate black, compress high luminosity pixel and behave linearly for midtones here
Ran this yesterday, Exteriors look great, however im running into an issue with interiors being....damn near pitch black and sconces being... blue, I don t think its the ENB , but maybe something I did wrong? I really enjoy running around in the wilderness though, it runs very well
Interior can be very dark especialy if you use RLO or ELFX. Even without lighting mods this version have too dark interior, i am working on a new version with a separation of Interior/exterior exposure control
- tweaked some lighting on sunset / sunrise - tweaked point lighting in exterior (was too bright) - tweaked the sun : should look more natural now
what's going to be done next: - Adding blue shift for night time. Right now the night or greyish and not blueish - Writting an SMAA shader so that we won't need a 2nd DLL for SMAA - Shader performance optimization
Very interested in this as my first ENB, perhaps some comparison shots? I feel like there is a definite difference, but it's hard to really know to what extent. Thanks for your work
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Tone mapping is a technique used in HDR processing to bring color for technicaly [0; infiny] down to [the display range of a monitor [0; 1]
to do this you apply for each pixel a function (a curve) that map his luminance to bring it down to the interval [0;1]
the most common curve used is the simplified rheinard operator
here
the problem with this operator is that 1-y is quite big even with x quite high for exemple 3. There are some optimizations to reinhard operator to make image looking good you can get the full reading here
Reinhard's operator is well suited for real HDR processing and the complete implementation is not acheivable for real time graphics which nee to guess a local adaptation for each pixel.
For the game uncharted 2 the authors used another curve wich is polynomial a behave much better than reinhard's for computer game it's explained here
I used this operator for the version 0.1 to 0.5 of this preset
For version 0.5b I have tried a gaussain curve for the tonemapping operator wich should in my opinion give good result because this curve behave like a "S" so it saturate black, compress high luminosity pixel and behave linearly for midtones here
- Tweaked the night so now it's blueish and a little more brightfull
- tweaked point lighting in exterior (was too bright)
- tweaked the sun : should look more natural now
what's going to be done next:
- Adding blue shift for night time. Right now the night or greyish and not blueish
- Writting an SMAA shader so that we won't need a 2nd DLL for SMAA
- Shader performance optimization