Oblivion
Morning glory reshaded

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Wiepman

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ReShade Effects used:


[1] qUINT_mxao.fx".
[2] PD80_01_Color_Gamut.fx".
[3] PD80_02_Bloom.fx".
[4] PD80_04_Contrast_Brightness_Saturation.fx".
[5] ASSMAA.fx".
[6] FXAA.fx".
[7] FilmicAnamorphSharpen.fx".
[8] PD80_06_Chromatic_Aberration.fx".
[9] TrackingRays.fx".

Ad.:
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[1] qUINT_mxao.fx AO+ IL (Indirect Lightening)-For instance AO on grass, tree and underneith morning glory + IL on top of morning glory, tree leaves. Also slightly noticable on wall.

[2] PD80_01_Color_Gamut.fx-Imitates various color gamuts, such as Adobe RGB, Apple RGB, Bruce RGB, etc.

[3] PD80_02_Bloom.fx-It's a bloom shader, but it will also adjust bloom based on scene luminosity. It uses a Gaussian blur applied on the fly. Sky top left.

[4] PD80_04_Contrast_Brightness_Saturation.fx-To refine Contrast, Brightness and Saturation with depth buffer.

I use two AA techniques to capture the most jaggies.
[5] ASSMAA.fx
[6] FXAA.fx

[7] FilmicAnamorphSharpen.fx-A sharpening effect used in movies. Best noticable more detailed morning glory leaves and near stone wall..

[8] PD80_06_Chromatic_Aberration.fx-Uses depth buffer. So I use it for a small DOF-like blur and CA effect in top right distance.

[9] TrackingRays.fx-This is a peculiar beast. Think small godrays-like effect for bright sources.Not just light sources (flames, sun/moon) but also highlights on for instance armor.

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