Product Chat / Color Grading in gameguru: Sepia Filter?

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Duchenkuke
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Posted: 30th Oct 2019 12:33 Edited at: 30th Oct 2019 12:36
Hey all,

Windows 10 has a reduce blue light feature that I use to protect the eyes a bit. I have reduced it by 55%.

It applies to everything I see inlcuding my gameguru levels.
Sometimes It disables itself automatically by mistake. That only takes me a few clicks - no big deal.

Today it deactivated again - It came to my mind that the nightmode also changes my colours in the levels.
To confirm that I had a look. And yea. The whole color grading I spent hours and hours on is basically out the window.

Only way to achieve this again is to have a sepia filter running in gameguru.
But there is no shader like this!

This is terrible for me because color grading is such a big deal for me.
Any Idea what I could do? I could use reshade but... thats not my first choice tbh

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UNIRD12B
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Posted: 30th Oct 2019 12:52
Have you thought if making a lua
to change the overall color settings whenever you want...using a trigger zone
or object ?
Here is the basic info for the main setting.
In a RGB color space, hex #704214 (also known as Sepia) is composed of 43.9% red, 25.9% green and 7.8% blue. Whereas in a CMYK color space, it is composed of 0% cyan, 41.1% magenta, 82.1% yellow and 56.1% black.

So , using the rgb settings in a lua, it should work.

Unird12b
Let\'s actually make something happen with this one !
Duchenkuke
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Posted: 30th Oct 2019 13:05
thats a good hint! thank you! I will check that out
Duchenkuke
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Posted: 30th Oct 2019 13:08 Edited at: 30th Oct 2019 13:14
I wanted to post some screenshots, for you to see what I mean.
I made the second one in reshade because I wasnt able to do it in gameguru itself yet:

without my color grading:


with color grading:


It looks like its not a big difference but when playing the game its huge...

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UNIRD12B
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Posted: 30th Oct 2019 13:46 Edited at: 30th Oct 2019 14:07
Hi again ,
here are the base lua commands you might use.

SetAmbienceRed(v)

SetAmbienceGreen(v)

SetAmbienceBlue(v)


By playing with those 3 , you should be able to get it as close as you like.

first , i'd go into the editor and play with the 3 ambient light color slider to find my sepia choice
as close as possible then use those setting as the base for my lua commands....
OR
if your going to have the whole level from start to end using the sepia , why not just set it right there in the editor ?

Setting the fog to the same numbers and adding some in might help with the sky also...if you cant go in and edit the sky too.

UNIRD12B
Let\'s actually make something happen with this one !
Duchenkuke
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Posted: 30th Oct 2019 14:29
no, I tried and this look cant be achieved with the gameguru lighting settings. It just looks off.
I really need a shader added I believe... For now I am going to work with reshade because there is no other way.

Tweaking the ambient lighting settings and Fog looks bad in that case. :/
UNIRD12B
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Posted: 30th Oct 2019 15:09
Yes ,
I see what you mean......not at all ideal that way.

UNIRD12B
Let\'s actually make something happen with this one !
cybernescence
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Playing: Cogwheel Chronicles
Posted: 30th Oct 2019 15:44
You will get great control using a LUT post process texture. This needs a small change to the engine and post process shaders to facilitate.

Until then I’ll get some post process shaders you can just drop into GG - one being a sepia filter through will likely be a few days before I can post.

Cheers.
Duchenkuke
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Posted: 30th Oct 2019 15:48 Edited at: 30th Oct 2019 15:48
sounds great, let me share my gained knowledge tho first.

I fiddled around with the reshade today and I got the best results when:

A shader did desaturate the image first - like 25% less color

then the shader adds the sepia filter on top of it


Maybe this helps finding the right look
cybernescence
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Posted: 30th Oct 2019 16:14
Ok let me see if I can drive that out with settings. With a LUT that could all be configured by you using any image program like paint.net or gimp on screen shots from your game - then it’s just a small texture drop into a GG folder and then your game will be colour graded exactly as you have configured your screen shots to look in the image app. This makes it easy to tweak to your hearts content in apps designed for that purpose then get the same result in game quickly. It’s much harder to do by constantly tweaking shader variables or sliders but not impossible. I think reshade also has a LUT capability so might be worth looking into.

Cheers.
Wolf
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Posted: 30th Oct 2019 16:15
I think what we also need is a saturation slider.



-Wolf
Duchenkuke
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Posted: 30th Oct 2019 16:36
Quote: "I think what we also need is a saturation slider."


I second that.
Avenging Eagle
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Posted: 30th Oct 2019 19:07
Quote: "I think what we also need is a saturation slider."


Thirded.

But also LUTs like Cybernescence suggested (and a way to switch them on the fly with LUA!)

AE
m2design
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Posted: 30th Oct 2019 22:41 Edited at: 31st Oct 2019 17:48
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 10th Nov 2019 18:50
@Duchenkuke

Try the attached shader - drop it into the effectbank\reloaded folder, replacing the stock "post-bloom.blob" file.

Then in tab-tab mode, drop the "SAO Intensity" slider to zero, this will then make the:
"SAO Radius" slider act as a saturation control (0, grey - 100, over saturated) .
"Lens Flare Intensity" becomes the sepia intensity control (0, no sepia - 100, full sepia).

If you want to go back to the original stock version just delete it from the folder (the .blob file) and GG will recompile the stock shader and remove this effect.

Cheers.

GPU: GeForce RTX 2070 SUPER PassMark: 14817

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Duchenkuke
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Posted: 10th Nov 2019 18:58
cybernescence, you are THE MAN !!

Thank you so much !!! This was REALLY helpful !
Pirate Myke
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Posted: 12th Nov 2019 02:53
Thanks again.
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