Yebis post process custom preset?

Discussion in 'Modding' started by Joshkerr, May 2, 2017.

  1. Joshkerr

    Joshkerr Registered

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    Hi. I have a question about Post Process.

    Is possible edit or create like a mod, a custom (or various) preset?

    Thanks.
     
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  2. AK1504

    AK1504 Registered

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    I hope so... Assetto uses Yebis PP too and you can make your own preset :)

    [YEBIS]
    ENABLED=1 ; enables and disable yebis

    [OPTIMIZATIONS]
    FIXED_WIDTH=1280 ; this resolution is the one used for the effects, if set to 0 takes the actual res, if set to a number let's say 1280, uses a small buffer for the effects, helps on performance

    [VARIOUS]
    APERTURE_RESULT_BLUR_MOD=1 ; don't touch this

    [AUTO_EXPOSURE]
    ENABLED=1
    DELAY=0 ; delay in seconds for auto exp to adjust
    MIN=0.2 ; min auto exposure
    MAX=0.5 ; max auto exposure
    ; press F9 ingame to see this area onscreen :
    METERING_WIDTH=100 ; % of the screen area width
    METERING_HEIGHT=100 ; % of the screen area height
    METERING_OFFSET_X=0 ; % of offset on x
    METERING_OFFSET_Y=0 ; % of offset on y
    TARGET=0.32 ; target average brigthness that auto exp is trying to achieve (0 -> 1)
    INFLUENCED_BY_GLARE=0

    [HEAT_SHIMMER]
    ENABLED=1
    HEAT_PARTICLE_RADIUS=0.75 ; don't touch this
    HEAT_PARTICLE_SHIMMER=0.004 ; don't touch this
    HEAT_PARTICLE_COORD=1.5 ; don't touch this
    HEAT_PARTICLE_FRACTAL_OCTAVES=3 ; this is used for the textures, don't touch it
    HEAT_PARTICLE_COLOR=1,1,1 ; color , for debug set something like 3,1,1
    HEAT_PARTICLE_MAX_NUMBER=10 ; number of particles per car
    HEAT_PARTICLE_MIN_LIFE=0.75 ; minimum life
    HEAT_PARTICLE_LIFE_MULT=1.0 ; multiplier that multiplies the default life( random ) in seconds
    HEAT_PARTICLE_INTENSITY_MULT=0.3 ; intensity multiplier
    HEAT_PARTICLE_MIN_INTENSITY=0.15 ;minimum intensity
    HEAT_PARTICLE_VELOCITY_MULT=0.2 ; velocity mult
    HEAT_PARTICLE_MIN_VELOCITY=0 ; minimum velocity
    HEAT_PARTICLE_RADIUS_VELOCITY_MULT=0.1 ; don't touch this
    HEAT_PARTICLE_POSITION_VELOCITY=0,0,0.2 ; they're going up (x,y,z)

    [TONEMAPPING]
    HDR=1 ; don't touch this
    ; SetTonemapParameters()
    EXPOSURE=0.28 ; this doesn't work if you have set auto exposure
    GAMMA=1.3
    FUNCTION=-1 ; -1 is default , 0 PFXTM_LINEAR, 1 PFXTM_LINEARSAT, ... 6 PFXTM_LOGLU
    MAPPING_FACTOR=32 ; don't touch this
    ; SetTonemapViewportScale()
    SCALE_WIDTH=1
    SCALE_HEIGHT=1
    OFFSET_X=0
    OFFSET_Y=0

    [DOF]
    ENABLED=1
    QUALITY=3
    ; SetDepthOfFieldParameters()
    APERTURE_F_NUMBER=12
    IMAGE_SENSOR_HEIGHT=0.24
    BASE_FOV=50 ; Base field of view for when automatically adjusting the aperture according to the field of view.
    ADAPTIVE_APERTURE_FACTOR=0.5 ; Adjustment factor for when automatically adjusting the aperture according to the field of view.
    APERTURE_PARAMETER=2 ; don't touch this
    ; SetDepthOfFieldApertureNumLevels()
    APERTURE_FRONT_LEVELS_NUMBER=-1 ;Maximum number of bokeh image levels in the foreground direction. -1 is default
    APERTURE_BACK_LEVELS_NUMBER=-1 ; Maximum number of bokeh image levels in the background direction. -1 is default
    ; ask or see the docs about this parameters if you don't like how objects near to the camera are blurred
    ; SetDepthOfFieldBackgroundMaskThreshold()
    BACKGROUND_MASK_THRESHOLD=0.1
    ; SetDepthOfFieldEdgeQuality()
    EDGE_QUALITY=3
    APERTURE_SHAPE=3

    [CHROMATIC_ABERRATION]
    ENABLED=1
    ; SetChromaticAberrationParameters()
    SAMPLES=5
    LATERAL_DISPERSION=0.005,0.005
    UNIFORM_DISPERSION=0.0005,0.0005

    [FEEDBACK]
    ENABLED=0
    ; SetFeedbackMatrixAspectRatio()
    ASPECT_RATIO=0
    ; SetFeedbackWeight()
    WEIGHT=0.05
    CURRENT_WEIGHT=-0.05
    TIME=0.1

    [VIGNETTING]
    ; SetVignetteParameters()
    STRENGTH=0.035
    FOV_DEPENDENCE=0

    [DIAPHRAGM]
    ; change diaphragm settings, this is used to rotate the glare and stuff on the dof, etc..
    ; i think it is unlikekly to be used
    ; SetDiaphragmRotate()
    ROTATE_SCALE=0
    ROTATE_OFFSET=2 ; deg
    TYPE=1 ; setting in this way it depends linearly on the focal length and ROTATE_SCALE is a multiplier. if you set it to 3, ROTATE_SCALE is the angle in radians of the rotation

    [AIRYDISC] ;don't know what this does
    ENABLED=0
    ; SetApertureAiryDiscParameters()
    WAVELENGTH=500
    AIRY_DISC_DISPERSION_ENABLED=1

    [GLARE]
    ENABLED=1
    QUALITY=3
    GHOST=1
    AFTER_IMAGE=0
    PRECISION=0; 0 is the highest, 2 is the lowest
    ; SetGlareAnamorphicLensFlareEnable()
    ANAMORPHIC=0
    ; SetGlareParameters()
    LUMINANCE=1.6
    SHAPE=11
    BLUR=1
    THRESHOLD=5
    ; look at EPFX_GLAREBRIGHTPASS :
    BRIGHT_PASS=0 ; this is 0 or 1
    ; SetGlareBloomFilterThreshold()
    BLOOM_FILTER_THRESHOLD=0.002 ; don't touch this
    ; SetGlareBloomGaussianRadiusScale()
    BLOOM_GAUSSIAN_RADIUS_SCALE=.95 ; don't touch this
    ; SetGlareBloomLuminanceGamma()
    BLOOM_LUMINANCE_GAMMA=2
    ; SetGlareBloomNumLevels()
    BLOOM_NUM_LEVELS=0 ; this makes the blur look better, but it cost more as num goes up
    ; SetGlareGenerationRangeScale()
    GENERATION_RANGE_SCALE=1 ; don't touch this
    ; SetGlareStarFilterThreshold()
    STAR_FILTER_THRESHOLD=0.0002 ; don't touoch this
    ; SetGlareStarSoftness()
    STAR_SOFTNESS=0.5 ; range 0, 1
    ; SetGlareStarLengthFovDependence()
    STAR_LENGTH_FOV_DEPENDENCE=0
    GHOST_CONCENTRIC_DISTORTION=1.0
    ; this enables/disables the following parameters
    USE_CUSTOM_SHAPE=1
    ; LOOK AT PFX_GLARESHAPEDEF for the following values
    SHAPE_LUMINANCE=5
    SHAPE_BLOOM_LUMINANCE=0.038
    SHAPE_BLOOM_DISPERSION=0.03
    SHAPE_BLOOM_DISPERSION_BASE_LEVEL=2
    SHAPE_GHOST_LUMINANCE=0.15
    SHAPE_GHOST_HALO_LUMINANCE=0.005
    SHAPE_GHOST_DISTORTION=0
    SHAPE_GHOST_SHARPENESS=0 ; 1 or 0
    SHAPE_STAR_LUMINANCE=0.025
    SHAPE_STAR_STREAKS_NUMBER=6
    SHAPE_STAR_LENGTH=0.25
    SHAPE_STAR_SECONDARY_LENGTH=1
    SHAPE_STAR_ROTATION=1 ;1 or 0
    SHAPE_STAR_INCLINATION_ANGLE=3
    SHAPE_STAR_DISPERSION=0
    SHAPE_STAR_FORCE_DISPERSION=0 ;0 or 1
    SHAPE_AFTERIMAGE_LUMINANCE=80
    SHAPE_AFTERIMAGE_LENGTH=0.5 ;time in seconds

    [GODRAYS]
    ENABLED=1
    USE_SUN_LIGHT=1
    ; SetLightShaftDiffractionRing()
    DIFFRACTION_RING=0.25
    DIFFRACTION_RING_RADIUS=5 ;DEG
    DIFFRACTION_RING_ATTENUATION=0.1
    DIFFRACTION_RING_SPECTRUM_ORDER=1
    DIFFRACTION_RING_OUTER_COLOR=0.5,0.5,0.5,0.5
    ; SetLightShaftParameters()
    COLOR=1,1,1,1
    LENGTH=11.0
    GLARE_RATIO=0.005
    ANGLE_ATTENUATION=5
    NOISE_MASK=0.01
    NOISE_FREQUENCY=1
    DEPTH_MASK_THRESHOLD=0.999999999

    [LENSDISTORTION]
    ENABLED=0
    ; SetLensDistortionEdge()
    ROUNDNESS=0.05
    SMOOTHNESS=1.0

    [ANTIALIAS]
    ENABLED=1
    ; SetAntialiasFalloffDistance()
    START_DISTANCE=0.1
    END_DISTANCE=1000

    [COLOR]
    HUE=0
    SATURATION=0.95
    BRIGHTNESS=1.07
    CONTRAST=1.03
    SEPIA=0
    COLOR_TEMP=6800
    WHITE_BALANCE=6500
     
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  3. demerzel

    demerzel Registered

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    Is this for rf2? if yes where is this file?
     
  4. Joshkerr

    Joshkerr Registered

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    I know. I made "shurvision" mod for AC ;)
     
  5. LeStrat

    LeStrat Member

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    Oh, so it's you! ;-)

    Welcome Josh!!
     
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  6. Joshkerr

    Joshkerr Registered

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    Thanks mate :p
     
  7. AK1504

    AK1504 Registered

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    This is the file from AC... Hopefully like this in rF2 but i could not find one...
     
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  8. Joshkerr

    Joshkerr Registered

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    me neither
     

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