Tonemapping not working

Materials, textures, lighting, postfx
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brother_david
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Joined: Tue Jun 26, 2018 1:00 pm
  by brother_david » Wed Mar 27, 2019 3:16 pm
Its a far stretch but in BeamNG (which is based on T3d) after an update of the engine which i guess is from d3d9 to d3d11, PostFx encountered problems. HDR not working as it should, specifically Tonemapping (bloom has some problems, or atleast isnt the same as far as i can tell). A far stretch as i mentioned but has anyone else encountered the same or have an idea of what might be causing the problem?
They have a Techdemo from 2015 which it looks like its still using d3d9 and there Tonemapping works (and bloom is slightly different).
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Mar 27, 2019 8:40 pm
Well a little more information would be helpful. PostFX settings are meant to be adjusted individually. Ideally you post a screenshot on what you want and one of where you are currently at.
brother_david
Posts: 14
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Mar 28, 2019 7:22 am
Well a little more information would be helpful. PostFX settings are meant to be adjusted individually. Ideally you post a screenshot on what you want and one of where you are currently at.
Thank you for your reply.

Ill try and get those screenshots, not at that comp now though.
Basicly its an issue where nothing happens when adjusting the Tonemapping Contrast slider in PostFx.
In BeamNGs (running directx11 now afaik) case it worked on their earlier releases (as can be seen in their 2015 Techdemo which uses directx9) but, and this hasnt been confirmed yet, after adding directx 11 support the whole HDR part stopped working. They have got it partially working now but seems to pay no attention to it (they have other things to focus on ofcourse) so thats where i am trying to see if i can fix it since i personally think its a big part of the gfx.

Going through their hdr files (hdr.cs and so on) and various PostFx files i can see that theres some minor differences compared to the T3d engine files.

What i guess might help would be if someone could push me in the right direction of where to look, in those PostFx files (which have the same hierarchy as the T3d equivalents) and/or which of the postFx files are effected when adding Dirtectx11 support. A shot in the dark as i stated so im prepared that this is a dead end but spent hours yesterday evening going through the files, trying to see something that looked off.
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Mar 28, 2019 9:03 am
Yeah that slider is broken, I fixed it though, it is waiting as a pull request:
https://github.com/GarageGames/Torque3D/pull/2140
It was an on/off button before, I turned it into a slider, since the default value was way too strong, now it can be adjusted very smoothly.
brother_david
Posts: 14
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Mar 28, 2019 9:16 am
Yeah that slider is broken, I fixed it though, it is waiting as a pull request:
https://github.com/GarageGames/Torque3D/pull/2140
It was an on/off button before, I turned it into a slider, since the default value was way too strong, now it can be adjusted very smoothly.


Looked at it, youre talking about the Colorshift right? I really like the colorshift slider option of yours, its definitely a good thing since on/off limits it too much and i dont use it at all.

Im talking about the Tonemapping Contrast though, not working at all (after adding directx11 support afaik):

Image
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Mar 28, 2019 11:48 am
That one always worked for me and probably always worked in Torque, maybe BeamNG broke something or whatever version you are using.
brother_david
Posts: 14
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Mar 28, 2019 12:47 pm
That one always worked for me and probably always worked in Torque, maybe BeamNG broke something or whatever version you are using.
Im guessing this too and it has probably something to do with adding support for directx. Therefore im trying to find what is needed to get post that works with directx9 to work with directyx11, then i might be able to backtrace what they have done in order to fix it.
I really have had no success in my search. Sat last night and used a comparison tool for the HDR.cs between BeamNG and T3d to see it theres something obvious but no luck yet.

Looking at their hdr.cs from the tech demo shows a difference compared to their newer hdr.cs.

Tech demo seems to use pure T3d postfx. This line in HDR.cs reads "addGlobalShaderMacro( "TORQUE_HDR_RGB10" );"
As in the newer fullversion its "addGlobalShaderMacro( "BGE_HDR_RGB10" );"
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Mar 28, 2019 1:20 pm
Torque3D also has DirectX11 support for a while now. Their techdemo is probably very old. If you cannot find the difference, the causing change is probably in the engine source code.
But I don't really know what you are trying to do here.
brother_david
Posts: 14
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Mar 28, 2019 2:07 pm
Torque3D also has DirectX11 support for a while now. Their techdemo is probably very old. If you cannot find the difference, the causing change is probably in the engine source code.
But I don't really know what you are trying to do here.
Im trying to get Tonemapping to work in BeamNG again. Im a noname gamer that likes good looking games and have very minor coding experience :P

Ill take some more time and try to find the differences but im afraid its as you say, something in their source code.

Thank you for your answer, i appreciate it.
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Mar 28, 2019 2:42 pm
Just tell them to update their engine, I don't know what they broke, but it is probably no big deal to fix it.
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