T
Tiberius
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Tiberius
I mentioned before that it seems to me that light colours are picking up too much diffuse light, or dark colours not enough in comparison. Seems the fault isn't the shaders or lighting, it's in the bloom map - basically, any texture over medium lightness starts to get added bloom, making light colours appear much lighter than they really are and much lighter than they render in just basic HDR. Any surface then which is over mid brightness then ends up one mass of bloom.
Seems to me now, actual TOD light levels are fine, except for ambient being too high at night. HDR is pretty muted before you add bloom, but that means you've got a lot of room to add extra effects to it, if you wanted it left alone it could easily be brightened up to match the light levels you get with bloom, it just wouldn't look as good :smile:
What it really needs are some nice post process shaders, something like colour correction and de-saturation perhaps? I tried shaders with a few Photoshop effects like hard light/screen/overlay, got some nice arty effects but not really sure what adjustments the lighting needs to make it look more realistic. The HDR is nice, it looks way better than it used to, but everything still looks too fake and rendered - the light levels are there but the whole thing just looks too 'clean' to be realistic. In the screenshots I put on the X-Type thread, and the few with the XJS convertible, sure the colours look nice but it doesn't look anywhere near close to photo real, nobody would believe you if you told them it was a photo..the potential is there but it needs some help.
Some screenshots of the same car on Carlswood - first two screenshots at the time at the same spot on the track - one with basic HDR but with bloom etc turned off, the other with HDR, hacked version of bloom and some de-saturation and a hacked version of the old sepia shader. The other shots again with the same set of shaders:
Yes, it's pretty toned down and it still doesn't play nice with light coloured cars and some track objects like the railings (again, the bloom map being added is making the light levels on bright colours too high), but it looks a lot less rendered. It *is* very bright, large parts of the sky do get bloom at some times of day, sun reflections from the car and road white out that part of the screen. Probably it's too bright, but then if you look at the sun reflected in shiny surface such as car windows/chrome/paint on a bright sunny day, it's gonna hurt your eyes. Turn the light down and it cuts some of the bloom but it just doesn't look as convincing (to me at least). Really it all needs to be adjusted, can't really do that until we have a good lighting setup to adjust everything from.
Ideally then we could have different shaders for different effects, some bright, some more muted etc.
This is just a few paragraphs of disjointed thoughts really, I've spent a few hours over the past week or so trying to work out some shaders but not really found an answer yet, seem to be going in circles with it. Time to throw it out to you guys..thoughts, improvements, better shaders, whatever you've got are welcome :smile:
Seems to me now, actual TOD light levels are fine, except for ambient being too high at night. HDR is pretty muted before you add bloom, but that means you've got a lot of room to add extra effects to it, if you wanted it left alone it could easily be brightened up to match the light levels you get with bloom, it just wouldn't look as good :smile:
What it really needs are some nice post process shaders, something like colour correction and de-saturation perhaps? I tried shaders with a few Photoshop effects like hard light/screen/overlay, got some nice arty effects but not really sure what adjustments the lighting needs to make it look more realistic. The HDR is nice, it looks way better than it used to, but everything still looks too fake and rendered - the light levels are there but the whole thing just looks too 'clean' to be realistic. In the screenshots I put on the X-Type thread, and the few with the XJS convertible, sure the colours look nice but it doesn't look anywhere near close to photo real, nobody would believe you if you told them it was a photo..the potential is there but it needs some help.
Some screenshots of the same car on Carlswood - first two screenshots at the time at the same spot on the track - one with basic HDR but with bloom etc turned off, the other with HDR, hacked version of bloom and some de-saturation and a hacked version of the old sepia shader. The other shots again with the same set of shaders:
Yes, it's pretty toned down and it still doesn't play nice with light coloured cars and some track objects like the railings (again, the bloom map being added is making the light levels on bright colours too high), but it looks a lot less rendered. It *is* very bright, large parts of the sky do get bloom at some times of day, sun reflections from the car and road white out that part of the screen. Probably it's too bright, but then if you look at the sun reflected in shiny surface such as car windows/chrome/paint on a bright sunny day, it's gonna hurt your eyes. Turn the light down and it cuts some of the bloom but it just doesn't look as convincing (to me at least). Really it all needs to be adjusted, can't really do that until we have a good lighting setup to adjust everything from.
Ideally then we could have different shaders for different effects, some bright, some more muted etc.
This is just a few paragraphs of disjointed thoughts really, I've spent a few hours over the past week or so trying to work out some shaders but not really found an answer yet, seem to be going in circles with it. Time to throw it out to you guys..thoughts, improvements, better shaders, whatever you've got are welcome :smile: