Ok here’s round 3 of me messing around in the lab. The first issue that needed to be fixed from the last sample pack was in OutRun where I couldn’t see any of the dark areas in the clouds, they’re now visible:
Next I went and tweaked tint settings in grade again, I reduced the white-red tint by a good amount taking some “red” off of skintones as well as the white-green tint by a little taking greenish tint off of light/white areas and reduced saturation a little (I cranked it high last sample pack just to try a new look). I also removed the contrast setting, I noticed that setting was causing weird color disfigurations literally “fading” out certain details, hard to explain unless you try it out on some games and turn it off and on. In the guest portion of the shader I put a little “scanline saturation” back into the mix (haven’t used that setting in months).
All shots except OutRun are composite:
Try the pack here:
https://www.mediafire.com/file/exf0ri9f4rnnyw7/sonkun-crt-guest-advanced-preset-samples-III-07-14-2024.zip/file
Extract the pack, go into the folder and copy all the presets of choice and paste them directly into the shaders folder, not shaders_slang for them to load up. This pack also works exclusively with guest.r’s latest shader update (2024-05-18-r1) so please make sure you have that first before using this pack.
That OutRun issue was pulling my hair out, I already knew the answer to fix it would be the “crt-contrast” setting in grade. What I didn’t know was that instead of turning it down lower I actually had to turn it UP causing the image to become blindingly bright which caused me to rearrange glow, halation settings etc.
Not sure if I should keep tweaking or just go with this look but we’ll see.
Edit: To make colors “pop” a bit more in composite dial the “crt v multiplier” setting up from 1.08 to 1.15. Colors will pop almost about the same as the rgb presets with that change. That setting is near the top in the parameters just scroll down a bit.