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PostPosted: 10 Jan 2017, 18:34 
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*sensei*
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Joined: 30 Jan 2012, 13:18
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Found and reported issue (procedural correction took alpha channel of color into account, hence different alpha produced different colors, blur level of pixels is written to alpha in my DoF so colorization of pixels was different for different blur levels), Boris fixed the procedural correction code now. Tapioks needs to update his DNI separated file in order for this to apply. You can redownload the SSE ENB and copy paste the fixed code part into your enb effect.


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Tomoko
PostPosted: 12 Jan 2017, 09:09 
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Joined: 08 Jan 2017, 12:47
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It was a quick fix. :) Thank you for your response


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PostPosted: 14 Jan 2017, 19:41 
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*blah-blah-blah maniac*
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Joined: 28 Dec 2011, 00:50
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@Marty

Thanks for the heads up about the alpha fix, am updating the DNI file now on the Nexus. I'm also still working on the next DOF video ... life has just been too busy lately to allow much time for fun things like videos and playing games... : /

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PostPosted: 06 Feb 2017, 20:16 
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*sensei*
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All projects are on hold, see my facebook page why and how you can help.

https://www.facebook.com/MartyMcModding/

Yes, this is a major f*cking bummer -.-


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PostPosted: 24 Feb 2017, 13:20 
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Joined: 08 Nov 2016, 15:18
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Location: Brazil
Hi Marty!

Where can I download your enbdepthoffield.fx with MXAO included ? I didnt find it. Thanks in advance!


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PostPosted: 24 Feb 2017, 23:51 
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*sensei*
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It's not released.


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PostPosted: 17 Mar 2017, 18:21 
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*sensei*
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Will post an update the next days, WITH the long awaited AO :)


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PostPosted: 18 Mar 2017, 09:29 
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*sensei*
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Joined: 27 Dec 2011, 21:33
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Location: Poland, Gdańsk
Hi Marty, I have a quick question that is bugging me about F4 since the release, but first, let me just say, that I'm very excited to see the new AO released :)

But yeah, I wanted to ask, would it be possible to make raytraced detail selfshadowing for first person viewmodels with postpass shader? The viewmodel is displayed in depth buffer, so I figured it shouldn't be impossible, but I think the real problem would be getting the extra data needed to check the sun position and whether you're in shadows or not.

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PostPosted: 18 Mar 2017, 13:15 
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It's also very hard because depth in first person models have another scaling and there is no separation of lighting, so in post process blening shadows will look buggy often by colors, more like when oblivion shadows are on the characters.

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PostPosted: 18 Mar 2017, 13:59 
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*sensei*
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Hmm I'd really like to make experiments like on gtasa, just most of the data is missing here. I'm not good enough at reverse engineering to write myself a helper plug-in that reads sun position (if available), various world/view/projection matrices and so on.


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