╱╲LPHΛ |╲|ΣO |╲|OI☈ ╲╱ - IX
“Бытие - ╱╲LPHΛ DILUVIU╱╲╱╲” // “In one drop of water are found all the secrets of all the oceans; in one aspect of You are found all the aspects of existence.” ― Gibran Jr. { Siren, Remember Roses } ➠ My Photo-Suite is now released see section below
“Бытие - ╱╲LPHΛ DILUVIU╱╲╱╲” // “In one drop of water are found all the secrets of all the oceans; in one aspect of You are found all the aspects of existence.” ― Gibran Jr. { Siren, Remember Roses } ➠ My Photo-Suite is now released see section below:
info photo:
• 4k • This shot above was taken with my own photo-suite V4 { which is now released, based upon advanced filmic tonemapping, Reinhard tonemapping curves, auto exposure, non-uniform random organic film grain [ granularity ] emulation, fast -Hue Brightness Contrast Saturation- control & more } • ReShade 4.5.2
-
info photo-suite
"ALPHA Photography Suite 2020"
Hello & welcome, I've divided this into 5 sections:
[ 1 ] - Features + Some background info:
[ 2 ] - Based upon
[ 3 ] - CREDITS to the original base code writers
[ 4 ] - Informative reads about Filmic Tonemapping, Analog Photography, Film-Grain & Kodak
[ 5 ] - The "ALPHA Photography Suite 2020"-code
[ to see some examples of this shader suite in use: you can always visit flickr.com/people/alpha-neo-noir-v2/ ]
-
[ 1 ] - ALPHA Photography Suite 2020 - features:
- Advanced Filmic Tonemapping [ Settings like Linear White Point Value, Exposure, Shoulder & Toe Strength, Linear Angle etc will be at your disposal // "A filmic curve has three parts, a linear section, a shoulder, and a toe. The short version is that a toe gives you crisper blacks, a shoulder gives you a softer transition to your overexposed highlights, and the linear section should look relatively unchanged." ]
- Non-uniform Random Organic Film Grain [ granularity ] Emulation, this analog film grain emulation includes many finetuning settings. [ Film grain or granularity is the random optical texture of processed photographic film due to the presence of small particles of a metallic silver, or dye clouds, developed from silver halide that have received enough photons. While film grain is a function of such particles [ or dye clouds ] it is not the same thing as such. It is an optical effect, the magnitude of which [ amount of grain ] depends on both the film stock and the definition at which it is observed. Digital photography does not exhibit film grain, since there is no film for any grain to exist within. ]
- Automatic adjustments to Film Grain depending on screen luminance [ Screen area whose average brightness triggers adaption. 1 to 7 // 1 = only the center of the image is used // 7 = the whole image is used ]
- Natural / organic looking film-grain with protection for the high & low levels [ the distribution of the naural-looking grain should be more prominent on the mid-tones and it should became lesser visible approaching white and black, but you can change this approach with the available finetuning settings ]
- Automatic exposure [ so no eye-burning / overexposed skies ]
- 15 presets with B/W Camera Film emulation [ like the beloved Kodak Tri-X ]
- Fast -Hue Brightness Contrast Saturation- control
-
Some background info:
As an extra this "5 shaders into 1" is faster [ total performance impact hitting around 1 to 2 fps ] than the total of 5 single shaders being used / stacked.
First of all, I'm not a hlsl-code writer nor [ want to ] pretend to be, this "ALPHA Photography Suite 2020" shader is based upon 5 main shaders, a compilation of 5 main existing shaders, which through an extensive time of trial & error is modified & tweaked, layer after layer.
As an huge long-term photolover of classic b/w [ analog ] grainy photography & always in search of the perfect holy grain [ to be honest most times I truly dislike the defaults forced-looking grain in games & disable the defaults distracting grainy awfulness, most UE4-based games have it enabled by default though this can be changed by altering the file Engine.ini and with r.Tonemapper.Quality=3 [ 3 or lower for removing film grain; 5=max ] and r.Tonemapper.GrainQuantization=0.
I've put some serious love into building this suite, I had a great time doing it & hope you like it too & to be useful for your future endeavours for making some excellent screenshots.
-
[ 2 ] - This "ALPHA Photography Suite 2020" for Reshade 4.x is based upon these shaders listed below [ tested on the latest Reshade Version 4.5.2 as well which was released on Dec 20th, 2019 ]:
- Simple Grain v1.0.6 by Jacob Maximilian Fober
- Code for grain depending on average screen luminance by brussell
- Eye Adaption v2.3 by brussell
- Monochrome v1.1 by CeeJay.dk
- Reshade port of Uncharted tonemapping by Jace Regenbrecht
- Base code sourced from John Hable's blog at filmicworlds.com/blog/filmic-tonemapping-operators/
- Reshade port of Hue Brightness Contrast Saturation control
-
[ 3 ] - CREDITS to these excellent code writers:
- Crosire for Reshade [ reshade.me/ ]
- Jacob Maximilian Fober for Grain code
- brussell for Eye Adaption
- CeeJay for B/W Camera Film presets
- Jace Regenbrecht for Uncharted tonemapping
- John Hable @ filmicworlds for base code filmic-tonemapping
-
[ 4 ] - Some fine informative reads:
Filmic Tonemapping:
filmicworlds.com/blog/filmic-tonemapping-operators/
filmicworlds.com/blog/filmic-tonemapping-with-piecewise-p...
Filmic Tonemapping and Color:
duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/
mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-ton...
Uncharted HDR Lighting:
www.gdcvault.com/play/1012351/Uncharted-2-HDR
Examples of grain [ Grain Library - comparison ]:
grubbasoftware.com/filmlibrary.html
Let’s improve grain:
discuss.pixls.us/t/lets-improve-grain/2709
blog.captureone.com/film-grains-photorealistic-right-way/
The Basics of Photography: G for Grain
www.thephoblographer.com/2013/09/11/the-basics-of-photogr...
Kodak T-max vs. Kodak Tri-X (with sample photos):
attemptsat35mm.com/kodak-t-max-vs-kodak-tri-x/
What is Panchromatic and Orthochromatic Film?:
filmphotographyproject.com/content/howto/2018/07/panchrom...
Simulating Kodak Tri-X Black & White Film:
www.nickbedford.com/blog/2017/7/simulating-kodak-tri-x-bl...
A brief history of Kodak:
independent-photo.com/news/historic-brands-kodak/
Kodak Tri-X:
en.wikipedia.org/wiki/Kodak_Tri-X
Kodak Tri-X: The Best Black-and-White Film Ever Made?:
petapixel.com/2016/04/04/kodak-tri-x-best-black-white-fil...
www.1843magazine.com/content/features/bryan-appleyard/tri...
www.thephoblographer.com/2017/02/22/street-photography-ko...
-
[ 5 ] - The "ALPHA Photography Suite 2020"-code
Click on raw -> save as text -> rename file extension from .txt into .fx -> so you have ALPHA_Photography_Suite_2020.fx -> now you can use it in Reshade 4
“Бытие - ╱╲LPHΛ DILUVIU╱╲╱╲” // “In one drop of water are found all the secrets of all the oceans; in one aspect of You are found all the aspects of existence.” ― Gibran Jr. { Siren, Remember Roses } ➠ My Photo-Suite is now released see section below
“Бытие - ╱╲LPHΛ DILUVIU╱╲╱╲” // “In one drop of water are found all the secrets of all the oceans; in one aspect of You are found all the aspects of existence.” ― Gibran Jr. { Siren, Remember Roses } ➠ My Photo-Suite is now released see section below:
info photo:
• 4k • This shot above was taken with my own photo-suite V4 { which is now released, based upon advanced filmic tonemapping, Reinhard tonemapping curves, auto exposure, non-uniform random organic film grain [ granularity ] emulation, fast -Hue Brightness Contrast Saturation- control & more } • ReShade 4.5.2
-
info photo-suite
"ALPHA Photography Suite 2020"
Hello & welcome, I've divided this into 5 sections:
[ 1 ] - Features + Some background info:
[ 2 ] - Based upon
[ 3 ] - CREDITS to the original base code writers
[ 4 ] - Informative reads about Filmic Tonemapping, Analog Photography, Film-Grain & Kodak
[ 5 ] - The "ALPHA Photography Suite 2020"-code
[ to see some examples of this shader suite in use: you can always visit flickr.com/people/alpha-neo-noir-v2/ ]
-
[ 1 ] - ALPHA Photography Suite 2020 - features:
- Advanced Filmic Tonemapping [ Settings like Linear White Point Value, Exposure, Shoulder & Toe Strength, Linear Angle etc will be at your disposal // "A filmic curve has three parts, a linear section, a shoulder, and a toe. The short version is that a toe gives you crisper blacks, a shoulder gives you a softer transition to your overexposed highlights, and the linear section should look relatively unchanged." ]
- Non-uniform Random Organic Film Grain [ granularity ] Emulation, this analog film grain emulation includes many finetuning settings. [ Film grain or granularity is the random optical texture of processed photographic film due to the presence of small particles of a metallic silver, or dye clouds, developed from silver halide that have received enough photons. While film grain is a function of such particles [ or dye clouds ] it is not the same thing as such. It is an optical effect, the magnitude of which [ amount of grain ] depends on both the film stock and the definition at which it is observed. Digital photography does not exhibit film grain, since there is no film for any grain to exist within. ]
- Automatic adjustments to Film Grain depending on screen luminance [ Screen area whose average brightness triggers adaption. 1 to 7 // 1 = only the center of the image is used // 7 = the whole image is used ]
- Natural / organic looking film-grain with protection for the high & low levels [ the distribution of the naural-looking grain should be more prominent on the mid-tones and it should became lesser visible approaching white and black, but you can change this approach with the available finetuning settings ]
- Automatic exposure [ so no eye-burning / overexposed skies ]
- 15 presets with B/W Camera Film emulation [ like the beloved Kodak Tri-X ]
- Fast -Hue Brightness Contrast Saturation- control
-
Some background info:
As an extra this "5 shaders into 1" is faster [ total performance impact hitting around 1 to 2 fps ] than the total of 5 single shaders being used / stacked.
First of all, I'm not a hlsl-code writer nor [ want to ] pretend to be, this "ALPHA Photography Suite 2020" shader is based upon 5 main shaders, a compilation of 5 main existing shaders, which through an extensive time of trial & error is modified & tweaked, layer after layer.
As an huge long-term photolover of classic b/w [ analog ] grainy photography & always in search of the perfect holy grain [ to be honest most times I truly dislike the defaults forced-looking grain in games & disable the defaults distracting grainy awfulness, most UE4-based games have it enabled by default though this can be changed by altering the file Engine.ini and with r.Tonemapper.Quality=3 [ 3 or lower for removing film grain; 5=max ] and r.Tonemapper.GrainQuantization=0.
I've put some serious love into building this suite, I had a great time doing it & hope you like it too & to be useful for your future endeavours for making some excellent screenshots.
-
[ 2 ] - This "ALPHA Photography Suite 2020" for Reshade 4.x is based upon these shaders listed below [ tested on the latest Reshade Version 4.5.2 as well which was released on Dec 20th, 2019 ]:
- Simple Grain v1.0.6 by Jacob Maximilian Fober
- Code for grain depending on average screen luminance by brussell
- Eye Adaption v2.3 by brussell
- Monochrome v1.1 by CeeJay.dk
- Reshade port of Uncharted tonemapping by Jace Regenbrecht
- Base code sourced from John Hable's blog at filmicworlds.com/blog/filmic-tonemapping-operators/
- Reshade port of Hue Brightness Contrast Saturation control
-
[ 3 ] - CREDITS to these excellent code writers:
- Crosire for Reshade [ reshade.me/ ]
- Jacob Maximilian Fober for Grain code
- brussell for Eye Adaption
- CeeJay for B/W Camera Film presets
- Jace Regenbrecht for Uncharted tonemapping
- John Hable @ filmicworlds for base code filmic-tonemapping
-
[ 4 ] - Some fine informative reads:
Filmic Tonemapping:
filmicworlds.com/blog/filmic-tonemapping-operators/
filmicworlds.com/blog/filmic-tonemapping-with-piecewise-p...
Filmic Tonemapping and Color:
duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/
mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-ton...
Uncharted HDR Lighting:
www.gdcvault.com/play/1012351/Uncharted-2-HDR
Examples of grain [ Grain Library - comparison ]:
grubbasoftware.com/filmlibrary.html
Let’s improve grain:
discuss.pixls.us/t/lets-improve-grain/2709
blog.captureone.com/film-grains-photorealistic-right-way/
The Basics of Photography: G for Grain
www.thephoblographer.com/2013/09/11/the-basics-of-photogr...
Kodak T-max vs. Kodak Tri-X (with sample photos):
attemptsat35mm.com/kodak-t-max-vs-kodak-tri-x/
What is Panchromatic and Orthochromatic Film?:
filmphotographyproject.com/content/howto/2018/07/panchrom...
Simulating Kodak Tri-X Black & White Film:
www.nickbedford.com/blog/2017/7/simulating-kodak-tri-x-bl...
A brief history of Kodak:
independent-photo.com/news/historic-brands-kodak/
Kodak Tri-X:
en.wikipedia.org/wiki/Kodak_Tri-X
Kodak Tri-X: The Best Black-and-White Film Ever Made?:
petapixel.com/2016/04/04/kodak-tri-x-best-black-white-fil...
www.1843magazine.com/content/features/bryan-appleyard/tri...
www.thephoblographer.com/2017/02/22/street-photography-ko...
-
[ 5 ] - The "ALPHA Photography Suite 2020"-code
Click on raw -> save as text -> rename file extension from .txt into .fx -> so you have ALPHA_Photography_Suite_2020.fx -> now you can use it in Reshade 4