Outdated Fixed Bloom and Auto Exposure postFX

Discussion in 'Utilities and programming' started by kirbyguy22, Jul 18, 2022.

  1. Chiraen

    Chiraen
    Expand Collapse

    Joined:
    Apr 27, 2022
    Messages:
    36
    This has a huge effect on the game :) Thanks
     
    #21 Chiraen, Aug 20, 2022
    Last edited: Aug 20, 2022
  2. RiChuF

    RiChuF
    Expand Collapse

    Joined:
    Jan 21, 2022
    Messages:
    71
    i just cant get it working right :(
    it makes things look to overbright for me and ive tried what ya posted
    even changed the sliders in world ed
    but i just cant get it looking as good as you have here
    1st picture is without
    2nd is with
    and both are at the same in game time aswell
    i am using the ks_nord_v20210722 pbr version but i have had it a while is there a newer version
    but thanks for sharing it and thank you for any future help
     

    Attached Files:

    • 20220820213740_1.jpg
    • 20220820214041_1.jpg
    #22 RiChuF, Aug 20, 2022
    Last edited: Aug 20, 2022
  3. ITHEPUNISHER

    ITHEPUNISHER
    Expand Collapse

    Joined:
    Sep 23, 2018
    Messages:
    406
    Can someone show me the difference with and without tonemap?
     
  4. Kueso

    Kueso
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    4,463
    had it working great for a while, relaunched the game a day later and auto-exposure and bloom have ceased functioning
    tried i re-install per the instructions, and they still don't work

    not quite sure how thats possible, but its very much happening

    edit
    just began to function once i spawned a vehicle in (removed it to save sunsky settings to the map i was in)
    that might be coincidental but im not sure, this is all new to me lol
     
  5. kirbyguy22

    kirbyguy22
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    90
    opt_tonemap.jpg default_tonemap.jpg default_tonemap_brighter.jpg

    As it turns out, the default tonemapper is darker when combined with autoexposure, so you may need to use a Middle Grey value of 0.25 or higher instead of 0.18 which I originally recommended. For me, the default tonemapper crushes shadows too much for my taste. But feel free to use whichever one looks best to you!
     
    • Like Like x 3
  6. kwai38

    kwai38
    Expand Collapse

    Joined:
    Oct 28, 2017
    Messages:
    644
    Could just be me, but the optional tonemapper seems to break the red parts of police lightbars.
    Safe mode and removing the optional tonemapper fixes them o_O
    With tonemapper:
    screenshot_2022-08-23_10-30-09.png
    screenshot_2022-08-23_10-30-20.png
    Without tonemapper:
    screenshot_2022-08-23_10-35-42.png
    screenshot_2022-08-23_10-35-55.png
     
    • Agree Agree x 1
  7. Vetanenator

    Vetanenator
    Expand Collapse

    Joined:
    Nov 16, 2020
    Messages:
    23
    Don't know why, but it doesn't look like the screenshots, I have the graphics set to ultra and set the render thing to the minimums you recommended. upload_2022-9-4_23-1-4.png
     
  8. Tsutarja495

    Tsutarja495
    Expand Collapse

    Joined:
    Mar 16, 2014
    Messages:
    819
    That's because dev maps were not made with this post processing in mind.

    You will have to tweak the ScatterSky in the World Editor, usually named SunSky. I usually have the SkyBrightness set to 150 and the Brightness set to 4.
     
    • Like Like x 1
  9. kirbyguy22

    kirbyguy22
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    90
    So I looked into this, and it's caused by the light bar emissive material having negative green and blue channel values:
    upload_2022-9-14_18-13-10.png
    Making them 0 makes them behave as you'd expect:
    upload_2022-9-14_18-14-15.png

    Bizarre, to say the least. I don't see any reason for a PBR emission map to have negative values unless you're deliberately trying to make a vantablack/light absorbing material...
     
    #29 kirbyguy22, Sep 15, 2022
    Last edited: Sep 15, 2022
    • Like Like x 1
  10. kwai38

    kwai38
    Expand Collapse

    Joined:
    Oct 28, 2017
    Messages:
    644
    Possibly could submit this as a bug report i guess
     
  11. kirbyguy22

    kirbyguy22
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    90
    Still works in 0.26 after updating the header references; links updated in the main post. Haven't tested it extensively as I just got home from work about an hour ago, so please report any broken stuff/incompatibilites in 0.26 ;)
     
  12. zeeesss

    zeeesss
    Expand Collapse

    Joined:
    May 21, 2022
    Messages:
    4
    black screen
     
  13. HeepXJ40

    HeepXJ40
    Expand Collapse

    Joined:
    Feb 6, 2020
    Messages:
    283
    Looks amazing. Don't even need reshade to take good screenshots anymore.
     
  14. cheems_samurai

    cheems_samurai
    Expand Collapse

    Joined:
    Sep 28, 2020
    Messages:
    147
    Just want to say thanks for the mod. BeamNG always needed a bit of spice with the graphics. I set the brightness of default maps to 4 in the world editor, but are you planning to make custom levels for the mod, sort of like the AL mod by brother dave?
     
  15. cheems_samurai

    cheems_samurai
    Expand Collapse

    Joined:
    Sep 28, 2020
    Messages:
    147
    Though I did notice one bug. When I first installed it, it loaded in fine and looked great. Second or third time I launched the game, it didn't load in and was back to default beamng graphics. Tried deleting the shaders folder in 0.26 temp, tried deleting the entire temp folder, nothing worked. Any thoughts as to why this might be?
     
  16. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,268
    Thought I would post some neat screenshots I took on the Nordschleife of these awesome shaders, I love them so much. Especially since they are global, for the most part of course. My favorite screens are certainly the last two with the Miramar leading.
    screenshot_2022-10-05_09-37-26.png screenshot_2022-10-05_10-00-37.png screenshot_2022-10-05_10-02-29.png screenshot_2022-10-05_10-03-53.png screenshot_2022-10-05_10-38-04.png screenshot_2022-10-05_10-39-39.png
     
  17. Vinhomes Ocean Park 3

    Vinhomes Ocean Park 3
    Expand Collapse

    Joined:
    Oct 6, 2022
    Messages:
    1
    Looks really interesting, Good job :)
     
  18. flippflopp90

    flippflopp90
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    14
    thanks for this mod, this is on the newly released C1
    upload_2022-10-22_17-17-22.jpeg
     
    • Like Like x 2
  19. Grimm232

    Grimm232
    Expand Collapse

    Joined:
    Apr 25, 2016
    Messages:
    94
    Hey Kirby so the tonemap is breaking the light bars again. It was fine last small update they had. Anyway just thought I would let ya know. Cheers!
     
  20. kirbyguy22

    kirbyguy22
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    90
    Hey, please check out the new tonemapper in the main post. It now clamps negative color values to black (0,0,0). This should fix the light bars from turning black (see my post above on why it happens).
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice