Community Screenshots Thread (Edited Screens Only)

14697-5.jpg
 
Glad you like the shots guys. I "ply my trade" over at Race2Play - approaching 1500 screenshots added to the site since 2008! I use PSP7, bit of a pain really as it's pretty manual for depth and blur and quite time consuming....but they are worth it in the end!

Here's another:-

16201-2.jpg
 
Some of those edited pictures are at pCars level of quality, which proves that would be possible with some improved post effects maybe?
 
Some of those edited pictures are at pCars level of quality, which proves that would be possible with some improved post effects maybe?

I think you'd be surprised. Post effects on these shots meant dabbling with a bit of motion blur and Gaussian blur in layers for depth of field, then really a bit of colour enhancement.

Here's a completely UNEDITED shot same event (Indy 2007 track). See what you think:-

View attachment 16722
 
I think you'd be surprised. Post effects on these shots meant dabbling with a bit of motion blur and Gaussian blur in layers for depth of field, then really a bit of colour enhancement.

Here's a completely UNEDITED shot same event (Indy 2007 track). See what you think:-

View attachment 16722

Looks pretty good, but those slight post FX you mentioned make some difference indeed! I've just played RaceRoom - DTM Experience minutes ago and the graphics are very like those previous edited pictures. But I felt one huge difference when I jump pro pCars or RRE to rF2: the antialiasing. I use all in 4x and force nVidia to enhance, but no fun, very jaggy lines.

Sometimes the tarmac in rF2 looks like carpet as well, I don't know why, the Corvette picture has good reflections but the tarmac looks like this https://www.carpetright.co.uk/info-centre/wp-content/uploads/2014/11/Timeless-luxury.jpg
 
Great. Really amazing. Would u share your settings? Cheers

Sure.

/*==============================================================================*\
| ENABLE EFFECTS |
\*==============================================================================*/

#define USE_COLORHUEFX 1 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
#define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may increase aliasing
#define USE_COLORVIGNETTE 1 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners

/*==============================================================================*\
| EFFECT PARAMETERS |
\*==============================================================================*/

//COLOR HUE FX
#define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid 0.55 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange 0.2 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.0 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.25 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.

//BLOOM
#define iBloomMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold 0.82 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
#define fBloomAmount 0.30 //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation 0.15 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint float3(0.9,0.95,1.0) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.

//SHARPEN
#define fSharpBias 0.2 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define fSharpStrength 0.15 //[0.05 to 1.0] Amount of sharpening you want.
#define fSharpClamp 0.3 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing

//STANDARDVIGNETTE
#define fVignetteAmount 1.0 //[0.0 to 5.0] Amount of vignette color change.
#define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change.
#define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in.
#define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.
 
A suburban American policeman would be illegally parked on the grass trying to hide behind an object. Things are better down under I suppose!
 
Fat cops hiding, sitting, eating donuts ........ it is not 1980. hehehe

Resources these days are better spent by being visible.


Came from up side road patrolling, already had them tagged n' bagged ( radar / camera ) lol ;)

On a sidenote we need a Street Camaro, grey one is too fast, lose the aero and wing. lool
 
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