Nitrometh
Registered
wtf?*thumbsUp*
:thumbup:
wtf?*thumbsUp*
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
Great. Really amazing. Would u share your settings? Cheers
/*==============================================================================*\
| 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.