New sonkun crt guest advanced hd presets thread

good jobs

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Nice. Looks like you used the warm preset for those shots if I’m not mistaken. I’m aiming for a “cinema mode” type of look with the warm presets.

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no I tested the 3 different shaders the 1st is cool the second is warm the third is normal

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game snes Test

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Ah now I see the difference more clearly in those snes shots, I guess the colors in tmnt was just throwing me off. That looks nice. I’m deciding on if this should be the look I should stick with as a foundation before proceeding to make aperture grille and shadow mask, ntsc etc. types.

I think these already look vastly different (and better) from my current pack presets but I don’t know, I feel like something may still be missing that can enhance the look even more. I was thinking of going for that “hazy glow” look that Royalle has but I don’t know, maybe I should stick to the look I already got here.

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You have to configure for your display, so if your display uses a darker gamma like 2.4 which is the usual for TVs you need to set the color space to 709. The image will look similar if you set to sRGB on a display using 2.2 gamma.

The fact that scanlines and masks darken the image has to be dealt on the scanlines shader as I did here. It should be good practice to separate image gamma and scanlines by compensating scanline + mask gamma via a prefit function. In my tests the gamma curve that they draw is more “shoulder” weighted while a typical gamma with a power function is more “knee” weighted.

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here we can see better the comparison really nice job I think that you are still going to refine the shaders it becomes an endless thing lol

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I’m pretty sure it is 2.4, I’m using some off brand 4k TV to do all this shader tweaking on. What I do know is that rec 709 lights everything up.

Here’s my current sample preset with srgb enabled:

Here’s with rec 709:

Rec 709 brings everything to the forefront and lights everything up almost as if it acted like a “backlight” setting, you can even see the new black base mask more in the black areas now.

I went and read some of the posts there. You mention something about “inverse gamma”. Is that a setting in grade? I also seen someone else mention it the other day.

Yeah I definitely see those different white point temps being displayed there with those shots. I go back between normal and cool. Warm I probably will never use personally especially since Dogway told me that crts didn’t ship back then with a white point of 6500k which is what the warm preset uses but more between 7000k and 7500k but it’s good to have the option there nonetheless. I may do one more tweak or just leave it as is.

@guest.r I tried playing around with the new latest mask bloom/fine bloom combination settings and wasn’t really getting the desired look I wanted. Mask bloom seems to “smooth” the overall mask over the higher you raise it. With plain negative bloom the mask remains sharp and still “pops” when raising the negative values. I should’ve took some comparison shots before I left home to show you what I mean.

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Yeah, it works a bit differently, the idea is also to dissolve the mask on very bright colors without clipping them too much, which is a problem for ordinary bloom at full mask strength. But ordinary bloom is still quite fine.

Edit: i guess i can fix this too.

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I see and ok cool. I guess I’ll wait for your next update to try it out again.

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Yes, “Inverse Gamma” might sound a bit confusing as reverting a gamma (aka linearization), so probably the term “inverted gamma” might fit better. Basically it’s like a gamma/pow function inverted in the x and y plane, in grade the most similar thing is the (Digital) “brightness” control, it’s not exactly the same as that one is a rolled-off gain, whereas in my zfast-crt shader it’s indeed an inverted gamma. It’s only meant to compensate for the scanline+mask gamma so it has no place within grade.

You can see the difference here: https://www.desmos.com/calculator/9qijf9ppoj

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Testing out guest.r’s latest shader update with all the new features:

Normal:

Warm:

Cool:

Try out the sample pack here:

https://www.mediafire.com/file/b7ed280cp6o8jif/sonkun-guest-advanced-new-grade-slotmask-samples-8-12-2023.zip/file

This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.

Place presets directly into your “shaders” folder.

@guest.r I’m digging that new “fine bloom/halation sampling” setting, it gives a nice finishing touch smoothing the overall image out which is what my rgb presets been needing, very sexy update you unleashed on us. Thank you once again for the best shader ever.

I also went a different route this time, lowered the scanline saturation setting to ease some of that saturation off the image a bit.

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this was the solution many thanks!

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Testing out guest.r’s latest shader update with the new “Clip Saturated Color Beams” setting:

Normal:

Warm:

Cool:

Sample pack download:

https://www.mediafire.com/file/gxu59xwo9hfj4hw/sonkun-guest-advanced-new-grade-slotmask-samples-8-17-2023.zip/file

This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.

Place presets directly into your “shaders” folder.

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Cool Color Beams

NO Color Beams

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we really notice the change on the lines the blue is the red too

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Wow I didn’t really get a chance to test out multiple games with the new feature but man what a setting guest has unleashed upon us. I’ll do some more testing later on when I get home, thank you for the screenshots.

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TESTNew Release Version (2023-08-19-r1):

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It always takes screen shots from another user to see how my presets look from a different point of view so I really appreciate when you and others do this.

I’ll more than likely have a new sample pack up in a few hours when I get home that you can try out. Off the top from what I remember tweaking is that I raised the “scanline saturation” setting from default 0.50 to 1.00 since guest.r recommended raising that for the new clipping setting. I think I also lowered the new clipping setting from 0.05 down to 0.03. That helped in reducing that slight artifact look it produced in those screen shots I posted the other day. I’m still trying to figure out how to get rid of it completely, it might be some setting in grade that’s causing the issue, not sure yet.

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Testing out guest.r’s latest shader update (version 2023-08-19-r1)

Normal:

Warm:

Cool:

Sample pack download:

https://www.mediafire.com/file/mmewnkvyx5ixkeq/sonkun-guest-advanced-new-grade-slotmask-samples-8-20-2023.zip/file

This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.

Place presets directly into your “shaders” folder.

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