Showing posts with label Post Processing. Show all posts
Showing posts with label Post Processing. Show all posts

2 Mar 2014

Test with Uncharted 2 Tonemapping + simple color correction on Project Anarchy Demo.

Added tone mapper from Uncharted 2 to the demo.
Using modified tenderer with hdr , gamma correction and msaa x4.

Figuring out how parameters change the tonemapper curve shape is not really intuitive, but is one of the best I have seen for flexibility.

This is a filmic tone mapper so made to simulate the response curve of a real film,but you can customise this cuve a lot.

There is no perfect tone mapper and seeing it as something just to make all the details pop from the hdr render buffer in some "scientific way" is very limited so i tend to like more customisable ones especially this one.

It is a real artistic tool that makes very different looks possible so I think that is good to expose and play with all curve parameters,even not physically plausible ones, so that different looks can be achieved.

You can also selectively give more contrast to specific parts of the dynamic range and or introduce clipping at will :)

It is an RGB tone mapper so it doesn't just work just on Luminosity and some saturation can get lost in the process.

I use the same curve for all channels but I also want to try with different curve per channel to see if it is pratical and what results can be obtained.

Currently i just added a channel scale and bias for color correction and the saturation control to the shader to desaturate the scene at will or recover some of the lost saturation.

Here with various parameters to make some fast styles made totally by this post effect.
It would be great to test with dynamic daylight a procedural sky.

Actually I don't have any real time soft shadows, nor the sky shader(as both are only provided in the full version).





21 Feb 2014

Basic renderer update for Project Anarchy (PC)

Hdr and multisampling was disabled for mobile render I added them for the community project to include additional rendering features and post fx to the pc version of your game.

Example is very simple and not so original.
All is made a bit extreme to evidence the clipping and the missing precision in the glowing of the normal version that totally miss to represent the extreme power of the lights.

Multisampling is enabled on both images but the resizing and compression doesn't make it  noticeable but it is there.



In this other test with fantasy scene there is a visible banding in the ldr version, banding is presnt also a bit in the sky of the hdr due to sky texture ,and jpg compression.Hdr one has MSAAx4.
After this test I have added in editor controls for texture filtering ,max anisotropy and mip lod.