4/3/2024 0 Comments Best ff14 reshade presetPaste the presets you saved before if any in reshade-presets.Ħ. In your game folder, you should have now a reshade-presets and reshade-shaders folders, delete them if presentĪdd the folders from the zip in your game folder. Leave everything else as it is and just hit "next" until it's finished.ĥ. Install ReShade (add-on support needed if you want to correct an issue with UI, see "known issues" at the end of the guide) here: Īt "Select game or application" use "Browse" and find ffxiv_dx11.exe in your game folder Remove anything containing "GShade", the files dxgi and d3d11 if present.Ĥ. If you use some presets you made or added some not included in GShade install, copy your gshade-presets folder. Or C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY XIV Online\game for steam Get this zip, it's the shaders and presets coming with gshade:Ĭ:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game If anything doesn't work, feel free to make a report, I'll update it as best as I can.ġ. In the screenshot in question, the shadow the feathery things on her outfit throws on her skin, as well as her hair, is very strong, and almost looks like an outline, or the opposite of a glow effect.This guide is made to be as easy as possible to follow and not loose anything of what GShade was doing. In my personal opinion it's about a 50/50 if it looks better with it on or off depending on the scene. This approximation can work great, but it can also produce some off-putting results. A basic use of normal maps would be drawing different parts of the surface lighter or darker based on to what degree it faces the light source.Īmbient Occlusion on the other hand, is a way to approximate shadows in crevices and between objects that are close together. It's extremely obvious that it's Ambient Occlusion.Īdditionally, they would probably use normal maps rather than bump maps, though they share the same purpose.Ī normal map basically tells the renderer the direction each pixel of the texture faces (its normal) in relation to the surface on which it is drawn.
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