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PostPosted: 22 Nov 2016, 17:23 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 472
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Code:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//                                                          //
//  Weather TODIE enbeffect.fx by kingeric1992              //
//                                                          //
//  Featuring:                                              //
//     Weather dependent                                    //
//        Dawn, Sunrise, Day, Sunset, Dusk, Night setup     //
//          on Exterior/Interior separation.                //
//                                                          //
//     Along with custom SplitTone, LutAtlas, Dithering     //
//                                                          //
//                                  update: Nov.23.2016     //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//


UI controls Dawn, Sunrise, Day, Sunset, Dusk, Night on WeatherID 0
Image

Color Wheel offset XYZ is to shift HSL
SplitTone XYZ is also HSL modifier, but it only operate on specified tone region.

for additional weather or interior preset, use TODIE Helper to test preset constants,
then fill in the static input structure to add the preset for targeted condition.

The file contains a build-in example for weatherID 001

TODO: add instructions...don't know where to start...
Attachment:
File comment: Nov.23.2016
TODIE.zip [29.64 KiB]
Downloaded 105 times

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Tomoko
PostPosted: 23 Nov 2016, 00:57 
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*blah-blah-blah maniac*
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: O

Once weather is implemented for ENB for SSE, I think this will become my new best friend :)

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PostPosted: 23 Nov 2016, 01:40 
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*sensei*
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kingeric1992 - You're irreplaceable :D

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PostPosted: 23 Nov 2016, 09:30 
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*blah-blah-blah maniac*
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Thank you. :)

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PostPosted: 03 Dec 2016, 09:48 
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*sensei*
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big thanks kingeric1992. :)

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PostPosted: 14 Mar 2017, 19:42 
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*master*

Joined: 20 Sep 2012, 00:20
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@kingeric1992

It really is generous of you to share these excellent filters. I wonder if it wouldn't be too much trouble, if you might convert this to the new SSE dx11 format. *snip*

Anyway thanks again for the great work and contributions to the community.

EDIT:

Managed to get it working. I just pulled in the 3D Luts and AGCC separately with DNI.

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PostPosted: 28 Mar 2017, 17:17 
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*master*

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Quick comment/question,

In your enbeffect_colorcorrection.fxh file you have functions for RGB_to_HSV and RGB_to_HSL that appear to not be used. Also, many of the split tone effects like shadow/midtone balance etc. only seem to respond to changes to the X parameter.

I am probably just missing something.

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PostPosted: 29 Mar 2017, 09:16 
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*sensei*

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the splittone is the same function as shown in the lower left corner.

where XYZ represent hue, saturation, lightness modifiers.
the function itself is driven from the characteristic of color wheels in Resolve.

Any comparison shots?

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PostPosted: 29 Mar 2017, 22:53 
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*master*

Joined: 20 Sep 2012, 00:20
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My apologies, I think my problem was I needed to add some saturation before I was noticing the changes in hue.

Before:
http://i.imgur.com/DjVtShj.jpg

After:
http://i.imgur.com/dIYTVRi.jpg

I am still a bit confused about the difference between Lift, Gamma, Gain, and the Shadow, Midtone, and Highlight options below them.

As an aside, that UI tool you built in the video above is very impressive. :)

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PostPosted: 30 Mar 2017, 02:23 
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*sensei*

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The change should be quite drastic when changing Z: lightness modifier?

there are plenty of online materials on colorwheels in Resolve.


This graph illustrate the influence/weight each parm applied on.
Image
**LowRange and HighRange defines the lightness Shadow/Midtone/Highlight covered.

ie. for Gain, the modifier has more effect on brighter pixel then darker area.
for Shadow, the modifier only modify the pixel that has lightness darker then "LowRange"

**there is also a additional term "overlap" that defines the range Shadow/Midtone/Highlight overlaps

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