Hey guys, i need feedback, if something looks wrong in A.PIG II or Cabbug, please let me know. Be careful, cabbug only works with cabbage v 1.1 , not v 1.2
To tweak presets per game (or per enb / kreate preset for skyrim) is possible. To alleviate issues with bright content or different gammas.
The shader levelplus.fx has a limiter for black and white. I already use it to control the black level per preset (avoiding black crush). By limiting the white point output to between 215~ and 254 (255 is the max), we can regulate the "exposure" level.
If someone wants to to try, it's easy. In levelplus.fx , change the values for Red, Blue and Green WhitePointOutput until it looks fine, can also fix or create "tint" if the values arent even. A good starting value is 235, find a very bright scene, like a full sunny day and tweak to your liking - i usually go for the "barely bearable" as it affects also not bright scenes.
If it's only some bright spots that are unbearable or too harsh "metalic" or "wet", tweak orton bloom effect. Reduce "Blur multiplier" to a more conservative value (example, from 1.0 to 0.5), it depends of the presets but if you just move the slider in the reshade UI until it seems acceptable, you are good.
Games have different levels of white point and bloom (glow) power and so such tweaks are unfortunately sometimes needed.
hey lance im having an issue with MultiLUT when ever its checked my screen is completely black and then when its unchecked my game is normal but without the effect wondering if maybe i can keep it unchecked. if there is a fix i would be greatful I because would prefer if i can be able to experince the entire reshade if one is given i would love to use this reshade Thanks.
hey jdwag! Just a quick question, does the non-modified presets work fine with multi lut enabled? I mean, A.pig stock, whatever the profile, without yours modifications? I tested again, i believe it's functional, i hope, if not we will work on that but i dont know what could trigger this bug and i will need more details. A possibility is that you didnt install the textures properly but... considering that both shaders and textures are in the same folder, it's unlikely.
Do you have errors ?
another possibility: you didnt install reshade directories properly
thoses paths must match your reshade installation folder OR/AND where you installed the folders in "reshade-shaders", shaders and textures folder that you found in the compressed archive of a.pig II.
Multi lut shader UI is "broken", it doesnt work like you would expect:to change the first row with the multi lut name is supposed to pick the Lut texture in reshade... however it never loads the new texture. But that's normal, it's simply counter intuitive.
You shall to modify the preprocessor definition to force the shader to look for the texture. the first row is there for the "reference". It also means that you can have a desynchronized "the multilut file to use" first row, but itself it doesnt seem to work, or is bugged. You can change it to keep track of which preset is used.
Here the reshade UI
the number corresponds to the table in the code of shader itself the list :
are you on linux? if yes,i did a slight mistake, the reshade-shaders folder has a R upper case in my archive (Reshade-shaders). It's not a problem on windows because it's not case sensitive - linux differenciates both folders while windows considers that they are the same.
Renaming Reshade-shaders to reshade-shaders or changing the pathing to the folder in reshade ui could fix your problem. I updated the mod to fix this.
so ive set the paths and after i do multilut disappears also what ive noticed in the logs it says v_multilut or something like that is missing in the path or directory if you need a screen shot i will provide one also im not on linux
yeah, a screenshot could help, with the reshade ui open on the effect enabled too. if you are certain that the installation is correct and if others effects are working, it could be everything and anything, i absolutely have 0 idea. All i can say for sure is that the profiles are functional on a default installation :/
you can use first pig and no correction profiles, they arent tuned around multi lut.
hello, do you have extra sharpen from other sources like DLSS sharpen and ENB sharpen? if yes, try to disable them.
Reshade effects should be loaded before upscaler mods unless it's from very low resolution, it looks less grainy this way.
Are you using TXAA or something else? Txaa also has some odd shacky effect, it doesnt work well with reshade in general, when the effects require depth buffers.
do you have some extra source of Dithering? enb can have it. static dithering is fine but temporal dithering will be increased with apig and become visible.
A.pig alone , the grain effect can be visible, sometimes, but generally unperceivable, it is due to the over abuse of dithering to avoid banding. I cannot really fix this, but you can disable the dither by changing, in the preprocessor definition of a profile
GSHADE_DITHER=0 instead of GSHADE_DITHER=1
it doesnt look "very" grainy on my other games (it has some grain perceivable rarely), and on my modded skyrim, so i dont really know what's the problem.
I recently uploaded an outfit to my game and parts of the outfit that should appear white appear glossy black. When I turn off enb it fixes it. What could this be related to?
I'm using Cabbug 3.4 and when i disable it the problem goes away.
Try to disable the ambient occlusion only to see if it fixes it. Have you tried with another enb too? As it could be related to the mesh of the dress itself (with wrong values on some material like specular) and not cabbug specifically.
A similar problem happen with many of the cbbe meshes. They appear dark at sunset for no reason, and it's fixable by fixing mesh manually or with mods.
The outfit looks good when only Cabbage enb is active. It turns black when used with Cabbug. When i lower the "SpecularPowerMultiplierInteriorDay" section in the Environment tab of the Enb menu, it returns to its normal color, but this time skin color looks very dark in daylight.
Edit : Yes, there is no such problem with other outfits when Cabbug is active, the outfit is not completely innocent. But only when cabbage enb is active without cabbage settings the outfit looks normal.
Thx for the verification!, it's Probably fixable by setting specular of the mesh to 1 in nifskope editor: open the mesh, find the BSlightingshader properties and set specular strength to 1, however it wont have the expected look anymore and wont shine.
Cabbug has some modifications on multiplier yeah, which is fine for most balanced settings but some mod authors uses specular at high value which is goes too far in this scenario
The problem is similar to the old rim lighting bug of CBBE, which got fixed officially recently https://www.nexusmods.com/skyrimspecialedition/mods/59268
Yeah, I'm hoping there is an extra setting / something that use the combination cs + KreatE's preset like BBT Reshade. Tweaked by pro visual-modder, unlike peasant-myself. 😅
Thanks for the reply tho, gonna try it nevertheless
Oh well, the problem with a.pig is the gamma and brightness of the original picture before post processing, if it deviates a bit from neutrality then A.pig gives a too bright and harsh result. Path of exile is very neutral and looks good with the piggy for this reason.
If it happens, the best way to aleviate the issue is to change the orton bloom "Blur multiplier" to a more conservative value (example, from 1.0 to 0.5), it depends of the presets but if you just move the slider in the reshade UI until it seems acceptable, you are good.
Unfortunately , sometimes it's not possible to fix it, example, NAT ENB PRESETS go very far in the intensity of the bloom and lighting (which is fine by itself, better range of colours) and it's not correctable with A.PIG.
Another solution is to reduce the brightness/gamma of Kreate settings but that wont work with all presets eithers :) It's really a case by case compatibility problem.
This problem is increased with the automatic hdr of windows ( the feature of your monitor, not a shader), the OS extends the range of the brightness which leads to unexpected results when the post processing is applied. It can look good, but depending of the calibration of the monitor and of the calibration of the auto hdr (in the setting of windows), the result varies a lot, with strong peak brightness at some spots. I made a.pig for SDR and so it can go "too far" with such hdr when the game is not perfectly neutral. (GTA 5 in some weather, with this "auto" hdr, is odd)
Note that real HDR content is not really supported by reshade yet - many shaders dont work fine and look burnt.
Thanks for the detailed explanation. Understanding how A.pig interacts with brightness and HDR features in Windows is much clearer now.
I'm currently using the green washing and the first pig with full package of CS + BBT's KreatE preset. If I run into something weird, I'll adjust the orton bloom 'Blur multiplier' as you suggested. Appreciate your helpful information!
Thank for the feedback, it's important to me! Thoses presets, and pressure too, behave decently when the picture is already quite bright,. I use first pig & green washing for GTA 5 too ! I wish i had a way to streamline the result across multiple platforms...
To try others presets with bright content, i just thought of a possibility. The shader levelplus.fx has a limiter for black and white. I already use it to control the black level per preset. By limiting the white point output to between 215~ and 254 (255 is the max), we can regulate the "exposure" level.
If someone wants to to try, it's easy. In levelplus.fx , change the values for Red, Blue and Green WhitePointOutput until it looks fine, can also fix or create "tint" if the values arent even. A good starting value is 235. With this, the presets can be tuned per game.
I just started to try, for the moment my favourites are heavy, copper and hyperrealism. Using Mara and Dibella ENB for now, even if I checked out how good they look with enb disabled. I will soon check with more "neutral" enbs, I'm curious, maybe I will try even cabbage even if I never liked it much (especially interiors/dungeons)... I'm more a pandora/picta/bjorn guy.
MultiLUT_ipsusu.png not found. I don't see it in the reshade installation or in the preview files. (apig1.3) won't let me render a few of the presets because of this error.
Oh s#*!, thx for the info, i upload the fix soon, i forgot to include two atlas textures... Panther and fantasy couldnt work as intended... nobody noticed it before! DAM
Hello, where do I put my Reshade-shaders folder again?. Installation says "reshade installation" but where exactly is it? Is it on the main directory file for the game? I'm kinda new to this lol
It's probably in your game directory, in doubt, open reshade.ini ( which only appears after reshade installation) in skyrim folder and find thoses lines
Effect search, is for shaders. textures, for the texture folder
and preset, you put the APIG named files in this folder :) Once installed, you will have to use the ingame GUI of reshade to select the presets.
eventually you can also edit thoses lines to change the paths, myself i have a global folder for all my games and reshade presets. Then i copy past the same edited Reshade.ini to all my games. (but some games need different depth buffer options in reshade GUI)
Awesome. Finally, a preset I can use for Path of Exile. I used the Power Fantasy one and disabled the muti luts. With them, the game was really blown out but this works well for me. Since the game doesn't ship with a brightness slider and I hate adjusting it since I am using a fully room-calibrated monitor.
Any way you can incorporate the Keep UI feature from the old Espresso Glow stuff for FFXIV? really makes a difference to not have the reshade apply to UI elements. Keep up the amazing work.
I also use this preset for PoE, but the DOF setting may blur the picture too much with default depth (1000). Depth preprocessor definition should be set between 40 to 100 for PoE, i use 66. That's probably why it was blownout, the dof i use is a static one to create a bright fog at distance and it's not good for this angle of view. Honestly it's better to disable the dof for this game.
For the UI that's indeed doable, however skyrim doesnt need this feature. For ff14, the UI can be retrieved in the depth buffers, allowing a before/after for removal of the ui elements , which is not the case for poe. So it needs another method: UI MASK, it's a bit more complex to setup (it needs a tailored texture around poe UI ). Because the UI is dynamic with moving elements, the UI mask method will only ignore things on the "unmovable parts of the ui"
65 comments
Be careful, cabbug only works with cabbage v 1.1 , not v 1.2
The shader levelplus.fx has a limiter for black and white. I already use it to control the black level per preset (avoiding black crush). By limiting the white point output to between 215~ and 254 (255 is the max), we can regulate the "exposure" level.
If someone wants to to try, it's easy. In levelplus.fx , change the values for Red, Blue and Green WhitePointOutput until it looks fine, can also fix or create "tint" if the values arent even. A good starting value is 235, find a very bright scene, like a full sunny day and tweak to your liking - i usually go for the "barely bearable" as it affects also not bright scenes.
If it's only some bright spots that are unbearable or too harsh "metalic" or "wet", tweak orton bloom effect. Reduce "Blur multiplier" to a more conservative value (example, from 1.0 to 0.5), it depends of the presets but if you just move the slider in the reshade UI until it seems acceptable, you are good.
Games have different levels of white point and bloom (glow) power and so such tweaks are unfortunately sometimes needed.
when ever its checked my screen is completely black and then when its unchecked my game is normal but without the effect wondering if maybe i can keep it unchecked. if there is a fix i would be greatful I because would prefer if i can be able to experince the entire reshade if one is given i would love to use this reshade Thanks.
Just a quick question, does the non-modified presets work fine with multi lut enabled? I mean, A.pig stock, whatever the profile, without yours modifications?
I tested again, i believe it's functional, i hope, if not we will work on that but i dont know what could trigger this bug and i will need more details. A possibility is that you didnt install the textures properly but... considering that both shaders and textures are in the same folder, it's unlikely.
Do you have errors ?
another possibility: you didnt install reshade directories properly
thoses paths must match your reshade installation folder OR/AND where you installed the folders in "reshade-shaders", shaders and textures folder that you found in the compressed archive of a.pig II.
https://www.reddit.com/r/ReShade/comments/11qin11/screen_goes_black_when_litfx_activated/
Otherwise... if you want to modify multilut:
Multi lut shader UI is "broken", it doesnt work like you would expect:to change the first row with the multi lut name is supposed to pick the Lut texture in reshade... however it never loads the new texture. But that's normal, it's simply counter intuitive.
You shall to modify the preprocessor definition to force the shader to look for the texture. the first row is there for the "reference".
It also means that you can have a desynchronized "the multilut file to use" first row, but itself it doesnt seem to work, or is bugged. You can change it to keep track of which preset is used.
Here the reshade UI
the number corresponds to the table in the code of shader itself
the list :
0 // GShade/Angelite
1 // Custom
2 // ReShade
3 // Johto
4 // Espresso Glow
5 // MS
6 // ninjafada
7 // seri14
8 // Yomi
9 // Neneko
10 // Yaes
11 // Ipsusu
12 // Nightingale
I did this slight but not problematic error in some of my presets: the first row doesnt match the preset.
Renaming Reshade-shaders to reshade-shaders or changing the pathing to the folder in reshade ui could fix your problem. I updated the mod to fix this.
yeah, a screenshot could help, with the reshade ui open on the effect enabled too.
if you are certain that the installation is correct and if others effects are working, it could be everything and anything, i absolutely have 0 idea. All i can say for sure is that the profiles are functional on a default installation :/
you can use first pig and no correction profiles, they arent tuned around multi lut.
Reshade effects should be loaded before upscaler mods unless it's from very low resolution, it looks less grainy this way.
Are you using TXAA or something else? Txaa also has some odd shacky effect, it doesnt work well with reshade in general, when the effects require depth buffers.
do you have some extra source of Dithering? enb can have it. static dithering is fine but temporal dithering will be increased with apig and become visible.
A.pig alone , the grain effect can be visible, sometimes, but generally unperceivable, it is due to the over abuse of dithering to avoid banding. I cannot really fix this, but you can disable the dither by changing, in the preprocessor definition of a profile
GSHADE_DITHER=0 instead of GSHADE_DITHER=1
it doesnt look "very" grainy on my other games (it has some grain perceivable rarely), and on my modded skyrim, so i dont really know what's the problem.
I'm using Cabbug 3.4 and when i disable it the problem goes away.
Here the screenshots
ENB-ON & ENB-OFF
A similar problem happen with many of the cbbe meshes. They appear dark at sunset for no reason, and it's fixable by fixing mesh manually or with mods.
Edit : Yes, there is no such problem with other outfits when Cabbug is active, the outfit is not completely innocent. But only when cabbage enb is active without cabbage settings the outfit looks normal.
Cabbug has some modifications on multiplier yeah, which is fine for most balanced settings but some mod authors uses specular at high value which is goes too far in this scenario
The problem is similar to the old rim lighting bug of CBBE, which got fixed officially recently
https://www.nexusmods.com/skyrimspecialedition/mods/59268
By the way, i love your mod. Outfit isn't more important than your mod. I just wanted to know if i could solve the problem.
Is there any plan to make one for community shaders?
Tweaked by pro visual-modder, unlike peasant-myself. 😅
Thanks for the reply tho, gonna try it nevertheless
If it happens, the best way to aleviate the issue is to change the orton bloom "Blur multiplier" to a more conservative value (example, from 1.0 to 0.5), it depends of the presets but if you just move the slider in the reshade UI until it seems acceptable, you are good.
Unfortunately , sometimes it's not possible to fix it, example, NAT ENB PRESETS go very far in the intensity of the bloom and lighting (which is fine by itself, better range of colours) and it's not correctable with A.PIG.
Another solution is to reduce the brightness/gamma of Kreate settings but that wont work with all presets eithers :) It's really a case by case compatibility problem.
This problem is increased with the automatic hdr of windows ( the feature of your monitor, not a shader), the OS extends the range of the brightness which leads to unexpected results when the post processing is applied. It can look good, but depending of the calibration of the monitor and of the calibration of the auto hdr (in the setting of windows), the result varies a lot, with strong peak brightness at some spots. I made a.pig for SDR and so it can go "too far" with such hdr when the game is not perfectly neutral. (GTA 5 in some weather, with this "auto" hdr, is odd)
Note that real HDR content is not really supported by reshade yet - many shaders dont work fine and look burnt.
I'm currently using the green washing and the first pig with full package of CS + BBT's KreatE preset. If I run into something weird, I'll adjust the orton bloom 'Blur multiplier' as you suggested. Appreciate your helpful information!
To try others presets with bright content, i just thought of a possibility. The shader levelplus.fx has a limiter for black and white. I already use it to control the black level per preset. By limiting the white point output to between 215~ and 254 (255 is the max), we can regulate the "exposure" level.
If someone wants to to try, it's easy. In levelplus.fx , change the values for Red, Blue and Green WhitePointOutput until it looks fine, can also fix or create "tint" if the values arent even. A good starting value is 235. With this, the presets can be tuned per game.
edit:fixed in new update
EffectSearchPaths=
PresetPath=
TextureSearchPaths=
they will indicate the paths to the folders :)
Effect search, is for shaders. textures, for the texture folder
and preset, you put the APIG named files in this folder :)
Once installed, you will have to use the ingame GUI of reshade to select the presets.
eventually you can also edit thoses lines to change the paths, myself i have a global folder for all my games and reshade presets. Then i copy past the same edited Reshade.ini to all my games. (but some games need different depth buffer options in reshade GUI)
https://discord.com/invite/wcDvKyR7?utm_source=Discord%20Widget&utm_medium=Connect
direct link to the cabbage channel
https://discord.com/channels/872252014002843658/1139256750642577479
Type !cabbage (you need a valid account to type)
Any way you can incorporate the Keep UI feature from the old Espresso Glow stuff for FFXIV? really makes a difference to not have the reshade apply to UI elements. Keep up the amazing work.
For the UI that's indeed doable, however skyrim doesnt need this feature. For ff14, the UI can be retrieved in the depth buffers, allowing a before/after for removal of the ui elements , which is not the case for poe. So it needs another method: UI MASK, it's a bit more complex to setup (it needs a tailored texture around poe UI ). Because the UI is dynamic with moving elements, the UI mask method will only ignore things on the "unmovable parts of the ui"