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Scion - Filmic Post Processing

Discussion in 'Assets and Asset Store' started by Aieth, Jul 9, 2015.

  1. FlightOfOne

    FlightOfOne

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    Got it... thanks!
     
  2. Ony

    Ony

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    I'm still getting these (little super bright dots popping in and out) so I had to use a clamp script before Scion to cut it down a bit. I'd rather not have to clamp it and now I wonder if I'm setting something incorrectly. I downloaded the lens flare fix, for the record.
     
  3. StaffanEk

    StaffanEk

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    Just purchased Scion. I'm using Unity 5.1.3p3 and I'm getting this error.

    Assets/ScionPostProcess/Scripts/GUI/ScionWindow.cs(166,36): error CS0117: `System.IO.File' does not contain a definition for `WriteAllBytes'

    Assets/ScionPostProcess/Scripts/GUI/ScionWindow.cs(233,36): error CS0117: `System.IO.File' does not contain a definition for `WriteAllBytes'

    Linear Deferred rendering
    Windows 8.1 x64
    DX 11 API
    8 G ram
    GeForce GTX 970M
     
  4. hippocoder

    hippocoder

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    That looks like an error somewhere else in your project causing this ie namespaces or anything really. Does it work if imported into a brand new project?
     
  5. magique

    magique

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    Your compatibility list doesn't mention Wii U, but with OpenGL support I would think it would work, but maybe I'm wrong. Is there any reason to believe this won't work with the Wii U?
     
  6. StaffanEk

    StaffanEk

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    I don't need it in a brand new project.
     
  7. hippocoder

    hippocoder

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    Are you using webplayer because you've not mentioned it.
     
  8. StaffanEk

    StaffanEk

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    Yep. Webplayer was left on by accident. Thank you very much.
     
  9. blackbird

    blackbird

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    i can confirm to you it's not compatible with wii u
     
  10. magique

    magique

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    Can you elaborate on how you know and what the specific reasons are? Thanks.
     
  11. blackbird

    blackbird

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    i m working on a wii u game and the current unity version is older than 5.2 so if you import it you will get all of kind of errors
     
  12. magique

    magique

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    The asset says it only requires 5.1.2. I can't remember which version the Wii U has, but now I'm thinking it's only 5.0.x. I'll have to check when I get to my dev machine. However, aside from versioning, which will change soon anyway since we'll be getting 5.2 in the near future, are there any other reasons? I'm looking more for hard technical reasons why it just won't ever work.
     
  13. blackbird

    blackbird

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    send me a private message we will talk more specific i can t talk about it in public
     
  14. Licarell

    Licarell

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    How about just pm the dev, he's a great guy and very honest with his stuff... he will be able to answer all your questions in a straightforward way.
     
  15. AcidArrow

    AcidArrow

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    One more. Incredibly simple scene, just for fun.

    scion.png
     
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  16. hippocoder

    hippocoder

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    Yeah and Unity's probably going "oh so THAT'S what everyone wanted".
     
  17. Ony

    Ony

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    Seriously, Scion kicks ass. I'm wasting so much time working diligently, spending a lot of quality working time just playing around with it. So cool.
     
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  18. sowatnow

    sowatnow

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    Has anyone tested this with mobile? I know it says not intended for mobile, just wondering if anyone has tried it.
     
  19. iamsam

    iamsam

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  20. QFGlenn

    QFGlenn

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    Scion.png
    Hmmmmmm is this a known issue? Is it because of deferred rendering? Weird issue. Great asset.

    [EDIT] I tried aqpplying the "LensFlares" patch from the last page and it didn't work. Also switching between linear and gamma doesn't change anything either... So I really don't know why this is doing what it is doing, especially considering it doesn't happen to every tree. Any ideas?
     
    Last edited: Sep 18, 2015
  21. montyfi

    montyfi

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    I'm using Color Grading LUT pack and when applying it to scion I'm getting much brighter result than when using Amplify color. Can I make it look the same to remove Amplify color? One nice feature I'm also missing from it - blend amount.

    Also, is this a correct order (as on camera, from top to bottom) of fx to use?
    SSAO
    Scion
    Amplify Color
    AA
     
  22. Ony

    Ony

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    Set "Color Correction" to blend and then you'll have a blend amount slider.
     
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  23. Martin_H

    Martin_H

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    Please scroll up a bit and read my posts, I believe we are having the same problem with Scion using LUTs and following up with other image effects.

    @Ony: how does your chain look? Do you have anything after the Scion instance with the LUT and do you also get the too-bright washed out result?
     
    Ony likes this.
  24. Ony

    Ony

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    I'm not at my computer right now but I'll check in the morning and let you know for sure. From memory my camera stack is:

    Clamp
    SSAO Pro
    Amplify Motion
    AA
    Scion with all effects on, and two LUTs blending.

    (edited the morning after to put AA in front of Scion which is how I have it in my setup)

    I'm using deferred rendering with linear color space, and HDR on the camera.

    That's from memory so I'll update in the morning if I missed anything. I'm not getting any sort of washed out look but the brightness of the scene will vary greatly depending on what objects are in view, the skybox you're using, etc. It takes some playing with if you're not getting satisfactory results.

    Anyway I'll take a screen shot of the settings in the morning and post them if that will help.
     
    Last edited: Sep 18, 2015
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  25. Martin_H

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    Same here. When I apply AA after the scion with the LUT I get the washed out colors. A screenshot would be great, thanks a lot for your help!


    Sure. But I've also tested using a neutral LUT that should change nothing in the look of the image and whether I use that LUT or not makes a huge difference when I have effects after scion that trigger the washed out colors phenomenon that I'm complaining about.
     
  26. Jack Shiels

    Jack Shiels

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    I can confirm the LUT problem. See image with Amplify LUT applied via Scion:

    '
    Using a contrast stretch fixes the issue, but other LUTs don't look nearly as nice. This was a rare one that worked.
     
  27. Martin_H

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    That's exactly how it looks for me. I'd rather not fix it with contrast stretch though. What if the bug is hardware or driver dependant and on some computers doesn't show up? Won't that make the image too dark because of the contrast stretch, or is that an adaptive effect (I don't know it)? I'd rather put another Scion instance with the LUT only at the end of the chain. But really, if there is a way to fix that in Scion I think that is the way to go.
     
  28. Ony

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    Ok, here are shots showing what happens with Scion and AA. I'm using AA in the stack before Scion so that's why I didn't notice the problem. The whiteout only seems to happen when AA is placed after Scion in the stack. Is there any reason that it should be placed after Scion? If not, why not just move it to before it?

     
  29. AcidArrow

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    I'm getting the same behaviour. If AA is placed after it, the colors get washed out.

    (also, great image)
     
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  30. Ony

    Ony

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    Yeah I think really just move AA before Scion in the stack and all will be well, unless there's some compelling reason to have it after.

    And... if you're talking about my image(?) then thank you. :) There's also a bunch of snowy, drifty, dirty particle effects going on in the scene with a camera dolly. Just can't see those here, since these are straight out of the Editor, not in play mode.
     
  31. Aieth

    Aieth

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    Looking good! I will look into anamorphic lens flares.
    As for the bloom not breaking out (referred to in graphics literature as fireflies, small bright pixels flickering in and out due to aliasing (sampling below the Nyquist frequency for the engineers out there)) that's semi fixed in Scion by running a luma weighted filter to kill the fireflies. It's not perfect but it's a lot better than nothing.

    It only works well for single bright pixels, it's entirely possible for multiple nearby pixels to go firefly at once in which case the filter will not catch all of them. Ideally such issues would be fixed by shading aliasing (e.g toksvig filtering of roughness maps or temporal multisampling) but such things are out of scope for Scion as Scion only does post process. I know Alloy supports toksvig.

    WebPlayer related, will have that fixed for 1.2.1. For now switch to PC as I think you have already done.

    There is no technical reason it should not work, but it is untested. There could be issues with platform specific compilation or something (like how PS4 won't accept a variable called "sample").

    Someone did and along with (I think) SSAO he got an empty scene to run at 30fps. If you turn Depth of Field (or use a separate Depth of Field effect) there is no reason it wouldn't run though, and it would be a lot faster than all of the other effects by themselves.
     
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  32. Aieth

    Aieth

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    At everyone reporting the LUT causing the scene to be whitewashed, I've found the issue and it is being fixed for 1.2.1. Thanks for reporting it!

    So 1.2.1 fix list is now
    • Webplayer support
    • Lensflare white pixel blob gone
    • Image effects running after Scion will now be using the correct sRGB settings (no more washed out)
     
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  33. Aieth

    Aieth

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    What am I looking at here? It would seem the leaves of your tree turned white? Does turning off any of the included features fix the issue? (DoF, Bloom, Lens Dirt, Lens Flares). If not, does switching to the script without Tonemapping fix it?

    EDIT: Also, what shader are you running on those trees?
     
  34. Martin_H

    Martin_H

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    In my case I run a pixaltion effect that has to be run after scion to look like I want it.


    Awesome! Thanks for the quick fix!

    Anamorphic lens flares would be really cool too, I currently have another bloom effect running for those. Would be nice to have them as an additional option in Scion.
     
    Ony likes this.
  35. KRGraphics

    KRGraphics

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    My game will definitely need this... I have a crapload of post effects on the camera and having just one will help me immensely. Will I be able to use this with Sonic Ethers Natural Bloom and SMAA?
     
    Ony likes this.
  36. AcidArrow

    AcidArrow

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    Yes and yes, although the built in Bloom is good as well and it will probably be a bit faster.
     
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  37. hippocoder

    hippocoder

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    This functionally has SENB built in and SMAA works fine.
     
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  38. KRGraphics

    KRGraphics

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    PURCHASED!! And it is fast on my test scene...using a cornell box... getting 105fps at 1920x1080 and it cuts down on unnecessary work to get the look I want... running it on my laptop with a 670m card (will eventually buy a stronger laptop but this is minimal spec for me). Once I get an actual level built, the look will really shine
     
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  39. AcidArrow

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    I found one downside. It's totally killing my productivity :p I was supposed to be working on a 4.x project and here I am messing around with 5.2 test scenes. :p

    scion2.jpg
     
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  40. blackbird

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    strange i begin to use it on other scenes and all i get is a washed out image :/ (i m not using any AA)
     
  41. AcidArrow

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    Are you on Linear/Deferred/HDR?

    Do you have any other effects after Scion?
     
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  42. blackbird

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    ....i m not using any other effects .... with the scene he delivered everything's works amazing but with my scene which i dont use no effects at all i get two results in gamma mode i get a pitch black image in linear i get a washed out image ... i think it has something to do with the exposure settings and the bloom
     
  43. AcidArrow

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    Well, try turning off things one by one see what causes it.
     
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  44. Aieth

    Aieth

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    Could you post a screenshot to illustrate?


    I uploaded 1.2.1 to the Asset Store yesterday, with the following fixes
    • Lensflare white pixel blob gone
    • Image effects running after Scion will now be using the correct sRGB settings (no more washed out)
    I was unable to reproduce any issues with the Webplayer. Has anyone had issues with it?
     
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  45. zenGarden

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    Thank you for this fast update and bug fix :)
     
    Ony likes this.
  46. zenGarden

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    I used the last update and color correction is jut not working.
    I used the Free Lut Pack from the Asset store and each time the screen is stranage and bad like full color.

    Some example using Dream3D16
     
    Last edited: Sep 21, 2015
  47. Licarell

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    Ony likes this.
  48. Ony

    Ony

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    Just a heads-up about the "Color Correction" blending usage with the Color Grading Pack and the Cinema Themes pack.

    In my first blend slot I'm using an LUT from the Cinema Themes pack. In the second, I'm using an LUT from the Color Grading pack. In order to blend these LUTs from two separate packs together properly, I've had to do the following:

    Using the Scion window, convert the LUT from Cinema Themes to "Unity style", then use the resulting LUT in the first blend slot. If you have one of these LUTs in the first slot, then the "Amplify Color" LUTs from the Color Grading pack won't work (with blending), even if converted. So, I go into the "LUT Textures" folder of the Color Grading pack (not the "LUT Amplify Color" folder), find the LUT I want, then convert that one ("Unity" style). That converted LUT then goes in the second blend slot.

    It took me a little bit of fiddling to figure that out, so if anyone else is having trouble blending LUTs from different packs, hopefully this will help. :)
     
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  49. zenGarden

    zenGarden

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    Thank you.

    I don't understand why two LUTs ? Why blending them ?
    If i only need one LUT , i just have to get a LUT from "LUT textures" and just drag it on the first slot with Mode "On" and that's all ?


    I got another problem with DOF.
    Lut only works good , DOF only works great , but combining these two effects it produces some bad result :



    It is something special to do for DOF ?
     
    Last edited: Sep 21, 2015
  50. Ony

    Ony

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    Because I'm animating the blend over time via script, which can't be done with a single LUT.
     
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