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Render Edge magic

Discussion in 'Terrain & Level Design' started by YukiMeatcake, Oct 25, 2020.

  1. YukiMeatcake

    YukiMeatcake

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    Tried Render Edge by ENAleksey
    [RenderEdge] Graphic modification for Warcraft III

    I love it! I was shoked what it can do with original Warcraft 3! Hail to the author! Frame rate could have been better, if I could reduce the FarZ from 10000 to 5000. Ingame window ignores my changes.

    I've tried it on my mod Warcarft Kingdoms. I will post about the project later)
     

    Attached Files:

  2. DaveDave91

    DaveDave91

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    Nice settings you got there! I recently installed RenderEdge but it`s too damn bright, can you help me with the config? I want it to look like in your screenshots
     
  3. YukiMeatcake

    YukiMeatcake

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    [Engine]
    bShowSettings = false ; Show AntTweakBar GUI
    bDefaultRenderer = false
    bVSync = true
    bDebugInfo = false

    [Hotkeys]
    ShowSettings = 0x76 ; Hotkey to show or hide AntTweakBar GUI (F7 by default)
    PauseGame = -1
    TakeScreenshot = 0x23 ; (End by default)

    [Camera]
    bConstantVerticalFoV = false
    bFreeCamera = false
    Speed = 4.0
    FoV = 70.0
    NearZ = 100.0
    FarZ = 4000.0

    [RenderStage]
    bSkybox = true
    bTerrain = true
    bFogOfWar = true
    bTerrainShadow = true
    bWaterShadow = true
    bWeather = true
    bSelectionCircle = true
    bFootprint = true
    bDecoration = true
    bUnit = true
    bDestructible = true
    bWater = true
    bSelectionBox = true
    bBuilding = true
    bUbersplat = true
    bUnknown1 = true
    bIndicator = true
    bUnknown2 = true
    bOcclusionMask = true
    bLightning = true
    bFloatingText = true
    bCineFilter = true
    bUserInterface = true
    bCustomUserInterface = true

    [Lighting]
    SkyLight.bEnabled = true
    SkyLight.bDefaultColor = true
    SkyLight.bColorSRGB = true
    SkyLight.AmbColor = (R=0.2, G=0.2, B=0.2)
    SkyLight.SkyColor = (R=0.0863, G=0.1412, B=0.2667)
    SkyLight.IndColor = (R=1.0, G=1.0, B=1.0)
    SkyLight.Intensity = 1

    DirectionalLight.bDefaultColor = true
    DirectionalLight.bColorSRGB = true
    DirectionalLight.bDefaultDirection = true
    DirectionalLight.Color = (R=1.0, G=1.0, B=1.0)
    DirectionalLight.Direction = (X=-0.4, Y=0.8, Z=-0.5)
    DirectionalLight.Intensity = 1,1
    DirectionalLight.bUseTemperature = false
    DirectionalLight.Temperature = 6500.0

    PointLight.bEnabled = true
    PointLight.bColorSRGB = true
    PointLight.IntensityUnits = 0 ; 0 - Unitless, 1 - Candelas, 2 - Lumens
    PointLight.Intensity = 100.0
    PointLight.Radius = 10000.0

    [IBL]
    ; Image Based Lighting (Reflections)
    bEnabled = false
    CubemapTexture = Textures\Environment.dds
    CubemapBrightness = 1.0
    CubemapRotation = 0.0 ; Range [0.0; 360.0]
    bCubemapSwapYZ = true

    [Terrain]
    bCastShadows = true
    Roughness = 0.9
    Metallic = 0.0
    Specular = 0.5
    bNormalMap = false
    NormalMapTexture = Textures\test_normal.png

    [Objects]
    bCastShadows = true
    Roughness = 0.9
    Metallic = 0.0
    Specular = 0.0
    Translucent = 0.0
    bMaterialColor = true
    bMaterialColorSRGB = true
    bVertexColor = true
    bVertexColorSRGB = true
    bUnshadedMaterials = true
    bUnfoggedMaterials = true

    [Skybox]
    bShading = true
    bUseFogColor = false
    Intensity = 1.0
    bFixTwitching = false ; Correctly works only for the skybox consisting of one mesh

    [FogOfWar]
    ; You can change default colors in MiscData.txt
    bBuildingsShadows = true
    bMaskedObjects = true
    bMapBounds = true

    [Shadows]
    ShadowMapSize = 1024 ; Range [64; 4096]
    CullMode = 1 ; 1 - None, 2 - Clockwise, 3 - Counterclockwise
    SoftTransitionScale = 200.0
    BlurRadius = 2.0
    AlphaThreshold = 0.8
    FarZ = 3500
    FoV = 45.0 ; Increase this value if you have shadows artifacts on the edges of the screen

    [Material]
    bEnablePBS = true ; Physically Based Shading
    bSimpleMaterial = false
    bTextures = true
    bAnisoFiltering = true
    iMaxAnisotropy = 16

    [Fog]
    bEnabled = true
    bDefaultFog = false
    bColorSRGB = true
    Technique = 0 ; 0 - Linear, 1 - Exponential, 2 - Exponential Squared, 3 - Height Based
    FogColor = (R=0.447, G=0.638, B=1.0)
    Start = 2200 ; For Linear and Height Based
    End = 5000 ; Only for Linear
    Density = 0.1 ; For Exponential, Exponential Squared and Height Based
    Height = 1000.0 ; Only for Height Based
    HeightFalloff = 2.0
    MaxOpacity = 1.0
    CutoffDistance = 0.0

    bSun = true
    SunColor = (R=0.25, G=0.25, B=0.125)
    SunIntensity = 1.0
    SunStartDistance = 3000.0

    [PostProcess]
    bEnabled = true

    ; Tone Mapping
    Tonemapper.FilmSlope = 0.88
    Tonemapper.FilmToe = 0.55
    Tonemapper.FilmShoulder = 0.26
    Tonemapper.FilmBlackClip = 0.0
    Tonemapper.FilmWhiteClip = 0.04

    ; Color Grading
    ; Color Grading and Filmic Tonemapper
    ColorGrading.WhiteBalance.Temp = 6500.0
    ColorGrading.WhiteBalance.Tint = 0.0

    ColorGrading.Global.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Global.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Global.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Global.Gain = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Global.Offset = (R=0.0, G=0.0, B=0.0, A=0.0)

    ColorGrading.Shadows.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Shadows.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Shadows.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Shadows.Gain = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Shadows.Offset = (R=0.0, G=0.0, B=0.0, A=0.0)
    ColorGrading.Shadows.ShadowsMax = 0.09

    ColorGrading.Midtones.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Midtones.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Midtones.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Midtones.Gain = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Midtones.Offset = (R=0.0, G=0.0, B=0.0, A=0.0)

    ColorGrading.Highlights.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Highlights.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Highlights.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Highlights.Gain = (R=1.0, G=1.0, B=1.0, A=1.0)
    ColorGrading.Highlights.Offset = (R=0.0, G=0.0, B=0.0, A=0.0)
    ColorGrading.Highlights.HighlightsMin = 0.5

    ColorGrading.BlueCorrection = 0.6 ; Correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet
    ColorGrading.ExpandGamut = 1.0 ; Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

    ColorGrading.UserLUT.bEnabled = false
    ColorGrading.UserLUT.Texture = Textures\lut.png
    ColorGrading.UserLUT.Intensity = 1.0

    ; Auto Exposure
    AutoExposure.bEnabled = false
    ; A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to.
    ; It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark).
    ; Set MinBrightness and MaxBrightness to 1.0 to use a fixed exposure, and then use ExposureCompensation to adjust it
    AutoExposure.MinBrightness = 0.3
    ; A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to.
    ; It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark).
    AutoExposure.MaxBrightness = 1.5
    AutoExposure.SpeedUp = 2.0
    AutoExposure.SpeedDown = 1.0
    AutoExposure.ExposureBias = -0.3 ; Logarithmic adjustment for the exposure, 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter
    AutoExposure.HistogramLogMin = -8.0 ; Range [-16.0; 0.0] Temporary exposed until we found good values, -8: 1/256, -10: 1/1024
    AutoExposure.HistogramLogMax = 4.0 ; Range [0.0; 16.0] Temporary exposed until we found good values, 4: 16, 8: 256
    AutoExposure.CalibrationConstant = 16.0 ; Calibration constant for 18% albedo

    ; Ambient Occlusion
    SSAO.bEnabled = true
    SSAO.bDownsample = true
    SSAO.Intensity = 1.0
    SSAO.Radius = 100.0
    SSAO.Contrast = 0.6
    SSAO.GeometryCoeff = 0.8
    SSAO.Beta = 0.002

    ; Screen Space Reflections
    SSR.bEnabled = false
    SSR.bDownsample = false
    SSR.Step = 0.3
    SSR.RayhitThreshold = 1.0 ; Range [0.0; 1.0] Set to 1.0 to disable threshold check

    ; Contact Shadows
    ContactShadows.bEnabled = false
    ContactShadows.bDownsample = true
    ContactShadows.RayLength = 0.02 ; Range [0.0; 1.0]

    ; Bloom
    Bloom.bEnabled = true
    Bloom.Treshhold = 1.0
    Bloom.Intensity = 0.7
    Bloom.Passes = 7 ; Range [2; 10]
    Bloom.AnamorphicRatio = 0.0 ; Range [-1.0; 1.0]

    Bloom.bLensDirt = false
    Bloom.LensDirtTexture = Textures\LensDirt.png
    Bloom.LensDirtIntensity = 2.0

    ; Chromatic Aberration
    CA.bEnabled = true
    CA.Intensity = 0.1

    ; Vignette
    Vignette.bEnabled = false
    Vignette.bRounded = false
    Vignette.Color = (R=0.0, G=0.0, B=0.0)
    Vignette.Intensity = 0.15
    Vignette.Smoothness = 0.2
    Vignette.Roundness = 1.0

    ; Film Grain
    FilmGrain.bEnabled = false
    FilmGrain.Intensity = 0.5
    FilmGrain.Variance = 0.4
    FilmGrain.SignalToNoiseRatio = 6

    ; Dithering
    Dithering.bEnabled = true

    ; Anti-aliasing
    AA.SMAA.bEnabled = true
    AA.SMAA.Input = 1 ; 0 - Luma, 1 - Color, 2 - Depth
    AA.SMAA.Threshold = 0.1 ; Range [0.05; 0.5]
    AA.SMAA.SearchSteps = 16 ; Range [0; 98]
    AA.SMAA.DiagSearchSteps = 8 ; Range [0; 20]
    AA.SMAA.CornerRounding = 25.0 ; Range [0.0; 100.0]

    AA.TAA.bEnabled = false
    AA.TAA.JitterSpread = 0.75 ; Range [0.0; 1.0]
    AA.TAA.Sharpness = 0.25 ; Range [0.0; ]
    AA.TAA.StationaryBlending = 0.95 ; Range [0.0; 1.0]
    AA.TAA.MotionBlending = 0.85 ; Range [0.0; 1.0]

    ; Gamma Correction
    ; OutputDevice:
    ; 0 - Rec709 / sRGB, D65
    ; 1 - DCI-P3, D65
    ; 2 - Rec2020 / BT2020, D65
    ; 3 - ACES, D60
    ; 4 - ACEScg, D60
    ; ColorGamut:
    ; 0 - sRGB (LDR)
    ; 1 - Rec709 (LDR)
    ; 2 - Explicit gamma mapping (LDR)
    GammaCorrection.OutputDevice = 0
    GammaCorrection.ColorGamut = 0
    GammaCorrection.Gamma = 2.2 ; Only for Explicit gamma mapping (LDR)