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HS Linear Rendering Experiment v3.1 (update 17/07/24)

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  • [Skin] HS Linear Rendering Experiment v3.1 (update 17/07/24)

    To simplify the install process. In this new version, the latest Graphic Patch (v17.07) from 4K diffuse pack, HS image based lighting (3.0) and lighting rendering asistant (1.0) are included.

    The game adds a strong S curve at the end of the process, and uses textures with diminished contrast and saturation, which not only makes texture artifact more visible, but also interferes with the linear rendering workflow. PBR shader is designed to create photo-realistic rendering but it only works in linear space, when it's not working in the linear space, we'll see either too strong reflection or too strong shadow just what HS looks like. What I'm trying to do is fix both the texture and curve so that PBR shader can work in the linear space, the results are promising.

    gamma rendering workflow
    gamma space texture --> rendering in gamma space --> gamma corrected image

    linear rendering workflow
    gamma space texture --- gamma to linear conversion --> linear space texture --> rendering in linear space --> linear space image --- linear to gamma conversion --> gamma corrected image

    HS rendering workflow
    over corrected gamma texture --- gamma to linear conversion --> gamma space texture --> rendering in gamma space --> color correction curve --> linear space image --- linear to gamma conversion --> gamma corrected image

    Directional light fall-off

    This is the comparison on unity manual
    • Dependency
    1. 170630 DLC;
    2. SBX2 Uncensor version 2.5 or after;
    3. IPA
    • What can you expect?
    1. Mathematically correct lighting;
    2. Much better texture detail;
    • Screenshots

    Spoiler
















    New screenshots featuring HDR rendering and ACES Tone mapping
    Spoiler















    Screenshots with Image based lighting
    https://imgcave.com/album/Q2UI
    • Limit
    Now it only works on female characters, everything else looks gray until their textures been fixed. So I recommend using this on a fresh install, or do a complete backup of your game, and only use it in Studio Neo, if you're using it in main game, press X to disable map. Fully colorable clothes or items can be fixed by readjusting the color.
    The Chara maker background can only set to solid color now, but you can load cubemaps in chara maker.
    • How to install
    1. Install 0630DLC from illusion.jp
    2. Install SBX2.5 uncensor
    3. (Optional) Install translation loader
    4. Extract all files copy into the game folder and overwrite
    5. Install IPA 3.3(drag & drop HoneySelect_xx.exe StudioNEO_xx.exe onto IPA.exe)
    6. (Optional) Install wideslider (run HoneySelect_xx_WideSliderPatch.exe and StudioNEO_xx_WideSliderPatch.exe)
    7. (Optional) Grab cubemaps from https://mega.nz/#F!ofhTgbTQ!fAgjV1YlQ7wRy4vZ-LhZNQ
    • How to use
    Go to chara maker change your characters' skin and face type to the new types(one new body and 21 new faces), and take the LRE sample character as reference to adjust skins. If you have a huge number of characters, I recommend Ultra Char Editor v0.1 for party.
    F5 menu now works in Hscene, StudioNeo and Chara maker.

    Upgrade from v2?
    There's not much change to the character, but post effect has greatly changed, the old config files are not compatible, backup the old UserData\GraphicSetting folder just in case you want to roll back.
    • Download

    https://mega.nz/#F!8T4nmCwL!Hxn-LMwvc0pKsAtuUthmHA
    • Optional Download

    1. Studio Neo items


    2. mod converted for HS_LRE

    DillDoe's D.VA mod

    3. CubeMaps
    Last edited by plasticmind; 10-03-2017, 05:25 AM.

  • Hi,

    Not sure what I'm doing wrong, the plugin starts from within neo, but the window on the left that I'm assuming is a browser with all the cube maps is empty. How do i load cubemaps?

    The abdata, plasitc. i've placed a few cubemaps in that directory but when i open the plugin, i don't see anything there.

    Comment


    • figured it out, was supposed to have a directory called cubemaps within the plastic... oh well ....

      Anyone have this mod running in VR, on my setup it runs but it stutters like crazy and then crashes,

      Comment


      • Is there a way to make this mod work with the older Roy12 characters?

        Comment


        • Is there a way to save the LRE settings with the scene file? As in what cube map is loaded, camera exposure, yada yada? settings don't get saved and have to be recreated when loading a scene.

          Comment


          • I too would like to know about saving settings. I have neo scenes that are darker and some lighter. It would be great to have the scene load the way I saved it the last time.

            Comment


            • With this you can make phenomenal effects indeed. But is there a way you can save different settings so you can change them fast and easy?... Is there at least the way you can reset everything during the use in NEO? Without fast saving posibility this great mod is like Jaguar with bicycle handlebar.

              Comment


              • Does someone know why this doesn't work for me? I installed everything as mentioned, but when I press F5 in StudioNeo I get an error message: "Error 17: Please make sure you have installed HS linear rendering experiment (Version ≥ 3)." This is pretty weird, because I installed it from this thread, so I don't understand this Error message.

                Comment


                • Conquestus
                  Conquestus commented
                  Editing a comment
                  Ok, I found the issue. I had the "Harmony4KPatch.dll" in my Plugins folder. After removing it, everything works fine.

              • Fantastic Mod.

                Unfortunately, as others have said before me, without any way to save presets, this mod is way too cumbersome to use.
                I probably won't be doing more with this mod, but it's a shame because I think it's great.

                Here are my results after some brief experimentation.

                Spoiler




























                Let me know what you think

                Comment


                • mahum
                  mahum commented
                  Editing a comment
                  Joan took over IBL and it now saves settings to scene data, get the new version from his thread

              • mahum Can you please give a link to Joan's IBL, found the mod/plugin collection but can't see the IBL anywhere. Or am I blind? Thanks.

                Comment


                • Skin change is total madness ! amazing mod !

                  Comment


                  • I got the mod working I think..but not sure how to get the normal looking skin back, I've seen people messing with the 'LUTS' but no idea how it works or how to do it..any help? Thx!

                    Click image for larger version

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                    Comment


                    • THENewguy1
                      THENewguy1 commented
                      Editing a comment
                      Read my posts in this thread a bit back.

                    • wildone106
                      wildone106 commented
                      Editing a comment
                      Thanks NewGuy. I got it mostly working
                      Last edited by wildone106; 01-19-2019, 10:07 PM.

                  • Originally posted by THENewguy1 View Post
                    Better LRE_Game_1.xml.

                    Spoiler
                    <?xml version="1.0" encoding="utf-8"?>
                    <Config>
                    <LensAberration>
                    <DistortionAmount>0</DistortionAmount>
                    <DistortionScale>1</DistortionScale>
                    <DistortionAmountX>1</DistortionAmountX>
                    <DistortionAmountY>1</DistortionAmountY>
                    <DistortionEnabled>False</DistortionEnabled>
                    <VignetteEnabled>False</VignetteEnabled>
                    <VignetteBlur>0</VignetteBlur>
                    <VignetteColor>0,0,0,0</VignetteColor>
                    <VignetteIntensity>1.4</VignetteIntensity>
                    <VignetteSmoothness>0.8</VignetteSmoothness>
                    <VignetteRoundness>0.8</VignetteRoundness>
                    <VignetteDesaturate>0</VignetteDesaturate>
                    <ChromaticColor>0,1,0,1</ChromaticColor>
                    <ChromaticAberrationEnabled>False</ChromaticAberrationEnabled>
                    <ChromaticAberrationAmount>0</ChromaticAberrationAmount>
                    </LensAberration>
                    <Bloom>
                    <intensity>0.05</intensity>
                    <threshold>1.2</threshold>
                    <softKnee>0.6</softKnee>
                    <raduis>3</raduis>
                    <antiFlicker>True</antiFlicker>
                    </Bloom>
                    <ToneMapping>
                    <tonemapper>1</tonemapper>
                    <exposure>1</exposure>
                    <Lut>False</Lut>
                    <LutName>Neutral</LutName>
                    <LutContribution>1</LutContribution>
                    <tint>0</tint>
                    <contrast>1</contrast>
                    <temperatureShift>0</temperatureShift>
                    <hue>0</hue>
                    <saturation>1</saturation>
                    <value>1</value>
                    <vibrance>1</vibrance>
                    <gain>1</gain>
                    <gamma>0.4545454</gamma>
                    </ToneMapping>
                    </Config>


                    I should have tried that earlier.
                    I can't recommend setting vibrance to 1. This introduces inaccurate color space into the scene. Plasticmind already has the settings accurate for color reproduction. It's one of the reason why people claim it "breaks" their characters by making them look "dull" or lacking "color" is because they were working on artificial colors with the game's default high bloom setting. Lowering gamma to 0.4545454 only darkens the scene and you're required to increase the exposure to 1.5 to lighten up the scene again, it's redundant.

                    For those that don't want to update every single one of their characters with "accurate" color space, then you can adjust the <saturation> to 1.5 and leave <vibrance> to 0 for the file LRE_Studio_01.xml. I recommend leaving the character creator; LRE_Game_01.xml at default the way Plasticmind has already set it up. This way, when you're trying to recolor the skin, hair, or outfits, you're doing it with a higher color spectrum available, as they won't get over saturated and you won't lose out on many shade of colors.

                    These two images are with Plasticmind's default settings. but exposure set to 0.7. I am using the 4K Regular EX skin.

                    4K Image 1, 4K Image 2




                    This image has saturation adjusted to 1.5. While it looks okay for the other two characters, the one in blue has her skin tone over saturated. This is due to Plasticmind's 4K Regular EX Skin being too colorful by default.

                    4K Image 3

                    Last edited by syia; 02-17-2019, 03:06 PM.

                    Comment


                    • THENewguy1
                      THENewguy1 commented
                      Editing a comment
                      Vibrance alters the colors after the scene is rendered, it does not change the color space. I know what vibrance does. The reason I set vibrance to one is because it results in the game's color being a near match to what the game looks like without this mod. The VIP lobby having a brillant red carpet is the way illusion intended, it is a brilliant red without this mod.

                      The problem with not using vibrance is you are assuming you are working with accurate colors as intened by the artist to begin with. I don't think that is the case beause of what I wrote above.

                      Applying gamma correction at the end does not result in incorrect texture gamma if using linear rendering. Unity expects gamma corrected textures. The gamma corrected textures will be converted to linear textures beforce the scene is to be rendered when using linear rendering. Unity then applies gamma correction to the frame once everything is done, however I think you can leave the frame without gamma correction if you wish. And that is one of the weird things of this mod, there is no gamma correction applied. Thus I applied basic gamma correction, a gamma of 0.454545454545.... which is 1 / 2.2. Gamma of 0.45454545... is not actually correct gamma correction, the sRGB gamma conversion formula plasticmind and I talked about is what is needed for the gamma to be truely correct and is what Unity uses. It is my conversation with plasticmind and that I cannot find in his code a change of the rendering color space that I think this mod actually strips off the sRGB gamma correction and removes illusion color grading or something because setting vibrance to 1 gets the game looking more as illusion made it.

                      I am well aware not all monitors have the same gamma but it's not going to be a difference so big as for 0.75 gamma to be the inverse of the monitor's gamma. Besides setting the monitor to sRGB mode should take care of this, at least well enough.

                      A linear image will appear washed out and light/pale on the display, not dark.

                      Setting gamma to 0.454545.... resulting in incorrect gamma, as in gamma correction has been doubled up, would be true if the game were using gamma rendering space not linear. What ever the case it is obvious that as default, this mod results in a final image that is linear.

                      For the color to be correct you should be able to use cards and scenes by other users not using this mod and not have their color all out of wack. Which is the case with the settings I settled on.

                    • syia
                      syia commented
                      Editing a comment
                      I see. Thanks for the info. Though, my point isn't about what the artist or illusion soft intends. It's what the end-users intents. If you apply vibrance to the scene, it alters the color to the point that, it no longer display accurately. Notice the brown in the pic is no longer brown. That's my point. You "the end user, gamer" want to work with accurate looking colors, you want vibrance 0. You don't care about color accuracy and just want things to look fruity tooty, then crank up that vibrance and saturation all you want.

                      I'll stick to the new settings after countless of adjustments to get it the way I prefered it. Illusion's choice of color is terrible. Don't you think that's the whole point on why there are mods to correct it? It just doesn't make any sense to me to use a mod to get back the look of what Illusion soft intents. If you want to get that look, then simply just don't install the mod? I mean, look at all that color bleed that washes out the details.

                      I also don't like the gamma too low, as that also block out details and having to fiddle with the light parameters and settings to brighten it again is unnecessarily extra work. So 0.75 for gamma is the sweet spot for me with exposure at 1, because I don't have to adjust anything else in the Plasticmind's LRE in-game settings. Load the game, start the stage, load the model in, and it's perfect. Don't have to angle additional lights, increase intensities, etc. This reversal of Plasticmind's default setting actually give better color depth, white and dark levels.

                    • THENewguy1
                      THENewguy1 commented
                      Editing a comment
                      This mod is much more than the ability to adjust colors to one's liking. It adds HDR rendering with 5 tonemappers to chose from, allows adjustment of the base ambient light level (I wish someone made a plugin for this that saves the value into scene files), it allows fine tuning of ambient occlusion and bloom which become the defaults for the game, can change the default FOV for when you press the camera reset key in the main game, and it can change the initial light intensitiy for each game scene area, main menu, character maker, etc.

                      This mods initial settings set the light's intensities very low, some light may have even been set to zero (I would have to check). If you are tuning the settings to compinsate for dim lighting you lose lighting detail and scene files you get from other people will appear over bright.

                      I am not telling you what values to use I am saying the values I listed are the most accurate to the design of the game and most compatible for sharing scenes and character cards.

                      I do not agree with some of illusion choices, but that I can fix by modifying the game. Also FYI the brilliant red carpet in the VIP Lobby and some other what you may also considers odd in some maps is the result of lightmaps. I have been thinking about trying to make new light maps at some point but I must finish my current work first.
                      Last edited by THENewguy1; 03-10-2019, 01:28 AM.

                  • Is there a way to turn on the flush effect after installing this mod? I don't see any or almost pale if there is. I appreciate if someone knows how to fix this issue.
                    Last edited by soyboy; 03-04-2019, 10:44 PM.

                    Comment


                    • THENewguy1
                      THENewguy1 commented
                      Editing a comment
                      What do you mean by flush effect? If you mean the washing out of color, see my posts in this thread such as the post quoted above.

                    • soyboy
                      soyboy commented
                      Editing a comment
                      Much appreciated for the prompt reply. I mean, it’s the effect that makes girls’ faces turn red when they are nearly cumming. I noticed they didn’t flush after having installed this along with the 4k diffuse initial pack. Any guess how to fix this? Thank you.

                    • THENewguy1
                      THENewguy1 commented
                      Editing a comment
                      You mean blush. It could be a render queue issue or maybe roy12 needs to implement it.

                      Do they blush if you don't use the 4k diffuse textures?

                  • Fuck this mod Now I need to re-install the whole game. Tons of mods missing now fucking shit.

                    Comment


                    • Yeah, I thought it worked just fine before having installed LRE. And now I’m stuck at how to install animations/movements to LRE. Somewhat, I can’t add animations to my characters as nothing shows up when I click on the anim icon. I was advised to click characters that I want to add movements but even so, nothing happens. What should I do now?

                      Comment


                      • THENewguy1
                        THENewguy1 commented
                        Editing a comment
                        Sounds like the game is no up to date or you installed something wrong.
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