thank you experimenting with these settings.
What do these two do?
float FullFocusRange = 0.1;
//If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.
float NoFocusRange = 0.4;
//If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.
what is the scale - what if I set these to over a whole integer?
so will increasing this
int DepthPower increase the distance that depth happens?
I loved finding the weapon blur setting - thanks!
So far gonna try these settings:
//TWEAKABLE VARIABLES.bool DoDistanceBlur = false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.bool DoWeaponBlur = false; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.float DoFAmount = 5;//The maximum level of blur. A higher value will give you more blur.float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.int DepthPower = 30; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 */
thanks again.
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edit - with those settings - so much kinder on the eyes - ahhh.
Noticed though that when ssao is loaded too it really minimizes the effect - maybe masks the effect of the depth. May turn a few back up - thanks for showing me this.
Does ssao include the edge detect shader? does it make the edge detect shader redundant?
Sorry for being a bother - hard to relate with needing glasses and anything that messes with my eyes like that is irritating. I liked the movie avatar but the 3-D version gave me a headache a day long.