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It will not work without that mod and you also need to enable distortion in the graphics options.
You should be seeing changes as in the video show-case.
It is quite noticeable at least if your display is capable of the colour reproduction.
Not a bug, I can see you have Distortion disabled.
https://i.imgur.com/pJTtIfx.png
You need to enable this!
it is required for GemFX to work.
https://ibb.co/mz18X2g
Sweet!
I think these look very nice in-game personally.
Excellent.
I will make them this way from now on (it was my mistake, I tried to cut a corner and just do whole thing in Photoshop which might work if I name the layers correctly but this way is almost as fast.
Since I just use my photoshop template to test for how it looks then I just copy the layer needed into gimp and save it thru gimp.
*Repacked LUTS using GIMP Layer format.
*Improved Clean & Tidy LUT opacity.
I hope this sorts it out for everyone, since now it is using EXACTLY the same layer format exported using GIMP as stated in GemFX LUT creation guide.
What I eventually did since GIMP will not import 3DLUTs natively was do the LUT creation in Photoshop then copy the layer into one of GemFX's effects inside GIMP then renamed the layer, removed alpha layer and exported exactly the same way as suggested by the GemFX creator.
I hoping this is resolves the issues hence forth as now the creation is exactly the same as the original GemFX effects preserving the correct layer format.
let me know if you guys test the new version.
That is actually the LUT in layer 0 some how it's using that as an overlay
This is with the real space preset. Notice the color bar banding in the upper left.
Maybe its having an odd effect as I did these in photoshop and exported as compressed texture format instead of RGB8 because gimp was a nightmare to work with so I set the layers up the same as the gimp.
Jeong may able to have a look for me.
@Arquebus X
are you able to screenshot the display with this banding in it?
vec4 final_color = texture(T_maincolor, IO_uv0);
Therefore, the bloom calculation is currently wrong and everything bright is considered bloom. If you can figure out another render target or texture that allows to get the correct bloom values, feel free to share.
(I might contact egosoft on this matter and ask if this is a bug/uneccessary or intended)
It's nice let me know what u think, I was maybe thinking of making it darker but I think the contrast lower method works fairly well for doing that.
Tested it using the workshop version and it is changing to my presets on my end/
You don't have the other presets installed do you as those would conflict.
Strange let me test it now I have packed it and uploaded it.
Real Space is the best!
Thank you : )