Tonemapping not working

Materials, textures, lighting, postfx
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16 posts Page 2 of 2
brother_david
Posts: 20
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Mar 28, 2019 3:11 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.
I have a thread running at their forums but have yet to get an answer from a dev. They usually respond and kind of quickly so ill hang in a while more and meanwhile try to find a solution myself.
brother_david
Posts: 20
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Tue Apr 02, 2019 7:22 am
Got my answer, doesnt really sound promising but figured it was something along these lines:

"Yep is a know issue :p

HDR was broken some years ago, but no one realized until was a bit too late.
Fix it will make all the content look different and is something i want to avoid as artists invest a lot of time trying to get the most from the engine

Is in my ToDo to check what are our alternatives in the next months, but i cant promise anything."


Kinda sad to hear. Looks are (in my opinion) a huge part of modern car sims/games so not being able to have that without external PostFx solutions kinda sucks. Can understand them though. Dont see why they cant 'fix' it and bring back the HDR On/Off option for those who think it looks bad. If its not really bad and effects more things than pure resources such as textures, then i can see why ofcourse. Weird thin g though that the gfx in the tech demo are alittle more on point with example speculars even with PostFx off.

Anyways, I reinstalled Reshade after this, in order to get alittle more updated gfx.
Duion
Posts: 1387
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Apr 02, 2019 5:21 pm
HDR is not going to make things that bad, it has actually the most potential to improve visuals if used right. If you just use it slightly it is hardly going to make anything worse, but better.
brother_david
Posts: 20
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Thu Apr 04, 2019 10:20 am
I agree, sounds abit off to me but i do not have enough insight to actually say anything about it. Just trying to make the most out of BeamNGs gfx cause overlay programs arent going to be as good working with the game gfx as the in engine postfx.
brother_david
Posts: 20
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Tue May 21, 2019 12:01 pm
Some sort of status report, i keep on digging here. The HDR Enable tick box didnt work before, got it working after comparing Beamngs postFXManager.gui files to the latest T3d files. Also think i got something more working.
Found one oddity, in Beamngs HDR.cs which seems to relate to Gamma.
This code (from techdemo BEamng and T3d engine):

new PostEffect()
{
allowReflectPass = false;
shader = HDR_DownSampleLumShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$inTex";
target = "$outTex";
targetScale = "0.25 0.25"; // At this point the target should be 1x1.
targetFormat = "GFXFormatR16F";
};

is this in the current Beamng version:

new PostEffect()
{
allowReflectPass = false;
shader = HDR_DownSampleLumShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$inTex";
target = "$outTex";
targetScale = "0.01 0.01"; // At this point the target should be 1x1.
targetFormat = "GFXFormatR16F";
};

If i change that the screen gets way bright. I did also find some line, cant remember which, that i think was gamma related too which was different.
brother_david
Posts: 20
Joined: Tue Jun 26, 2018 1:00 pm
by brother_david » Wed May 22, 2019 7:23 am
Got tonemapping working!

To not say too much before i talk to the devs; i have made changes to hdr.cs, the postfxmanager files BUT also another file which is the one i think did the trick. Im not gonna state which one it is cause theres some code in it that looks like WIP or was left when it didnt function. But i can say this, its the file that combines bloom and tonemapping.

Bloom is still not looking as it does in T3d and the Beamng Techdemo (which uses older T3D stuff) so somethings slightly off there but im happy atm and might leave it there :)

About the code above; Beamng has its own gamma so that number (0.01 0.01) is probably due to that.
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