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Having fun with bloom / postprocess settings

bloom hdr postprocess

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#1 Judith

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Posted 23 December 2017 - 04:10 PM

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Lately, I was searching the wiki to see if there's any way to tweak Bloom settings a bit more, and I found this page: http://wiki.thedarkm...isuals_Tweaking

 

All the cvars described there can be put in your autoexec.cfg, so you can use them in your map, but you can also bind them to keys or paste in console to tweak settings in real time. All variables are interdependent, and apart from bloom strength and settings you can tweak things like image contrast. There's even a kind of depth of field effect, but it's not camera-dependent, i.e. you can either make lit areas or shadows blurry. It's kind of weird, but maybe it could be useful in some cases. Example settings:

 

TDS-like milky bloom:

r_postprocess_bloomIntensity 2
r_postprocess_brightPassThreshold .2
r_postprocess_brightPassOffset 2
r_postprocess_colorCurveBias .4
r_postprocess_colorCorrection 0
r_postprocess_colorCorrectBias 0

obraz.png

 

High-contrast image:

r_postprocess_bloomIntensity 0
r_postprocess_brightPassThreshold 0
r_postprocess_brightPassOffset 0

r_postprocess_colorCurveBias 1.4
r_postprocess_colorCorrection 10
r_postprocess_colorCorrectBias 1

obraz.png

 

Me playing without glasses:

r_postprocess_bloomIntensity 1
r_postprocess_brightPassThreshold 0
r_postprocess_brightPassOffset 1
r_postprocess_colorCurveBias 0
r_postprocess_colorCorrection 0
r_postprocess_colorCorrectBias 1

obraz.png

 

Light-based DOF:

r_postprocess_bloomIntensity 1
r_postprocess_brightPassThreshold 0
r_postprocess_brightPassOffset 1
r_postprocess_colorCurveBias 2
r_postprocess_colorCorrection 1
r_postprocess_colorCorrectBias 0

obraz.png

 

I hope you'll come up with some other uses as well :)


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#2 Spooks

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Posted 23 December 2017 - 04:20 PM

That light-based DOF setting could well be used as a makeshift debanding filter!


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#3 Bikerdude

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Posted 23 December 2017 - 05:08 PM

That blurred image would be cool as  alive background for the main menu.....



#4 NeonsStyle

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Posted 23 December 2017 - 08:17 PM

That's some beautiful textures on that wood panelling. The blooms look good too, not too much, just right.


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#5 Judith

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Posted 30 December 2017 - 09:26 AM

One important thing is, that these are postprocess effects, so while you can have e.g. better contrast and lights will look like they're stronger, but the lightgem won't react to it. I always design my textures, materials, and lights with postprocess effects set to off, and so should you ;)


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