If you'd like to learn how to use these adjustment layers, I recommend this guide by How-To Geek as a quick introduction to them. Start by adding an Adjustment Layer from the Adjustments tab. Adjustment Layers are non-destructive ways to edit images and their effects can be copied to different documents. I'll be focusing on colour grading the screenshot I have loaded. With your screenshots loaded into Photoshop, it's time to get to work. They should cover various times of day and locations! This is important if you're making a corrective LUT. While not necessary, creating a collage of various screenshots will ensure that the effects of your LUT still look great in different scenes. Adobe Photoshop CS4 or newer (requires Adjustment Layers).Skip to LUT variants and changing the atlas of the MultiLUT section at the bottom if you are modifying the shader. In the event that you have changed these values to be different than 32, LUT.fx has to be modified in order to display the LUT correctly. This is typically unnecessary as a tile size and count of 32 is plenty precise. Playing with LUT tile size and LUT tile count changes the precision of the LUT. This makes it so you can use your LUT right away with LUT.fx. I would recommend exporting this file as lut.png, saving right into your Textures folder and replacing the previous lut.png that was in there. Do not export it in a lossy format like JPG, you do not want compression artifacts in a LUT. You have to be precise with this crop, make sure it's pixel perfect. If you've done everything right, the LUT should look different due to all the colour effects you've added.Ĭrop just the LUT out of that screenshot. The qUINT Lightroom-generated LUT has to be visible in this screenshot. The final step is to take a screenshot of your game, preferably using ReShade's built-in capture tool. Once you're happy with your results, we can move on to exporting. Shaders that add bloom, grain, vignette, lens effects and/or any other visual effects (including depth shaders like AO and DoF) will only mess up your LUT. The shaders you want to use here must only change colours. Enable your favourite shaders and start messing around. You can disable the shader or the LUT overlay if you don't want the LUT to be in your way while editing. With qUINT Lightroom all set up, we can move on to the magic. However, if you're experienced with it and have made changes you're happy with, continue to the next step. This is not a qUINT Lightroom guide, so we will not be covering how to use the rest of the shader. Tick Enable LUT Overlay to generate the LUT, and change LUT tile size and LUT tile count both to 32. Having it at the top makes all shaders below it load on top of it, meaning their effects will be recorded onto the LUT. The shader has to be at the top of your list, like so: We'll be taking advantage of qUINT Lightroom's ability to generate a LUT on-screen. The impact of the LUT.fx shader on the other hand is much smaller, especially compared to other shaders, saving you your frames.Īdditionally, having these LUTs around can preserve your presets in the odd event a future ReShade update causes shaders to malfunction. These impacts, no matter how small, will add up over time. You would want to "bake" all these shaders into a single LUT because each shader has a small performance impact. While qUINT Lightroom is perfectly capable of very extensive colour changes on its own, this guide will incorporate the effects of other colour grading/correcting shaders, such as FilmicPass.fx, LevelsPlus.fx, Technicolor.fx and so on into our LUT. QUINT_lightroom.fx is not part of the standard collection of shaders. This guide assumes you are familiar with configuring ReShade. any ReShade shaders that change colours.the game of your choice (with ReShade installed).GIMP is not covered in this guide, as the old LUT guide still works. Navigate to these sections using the sidebar. This guide covers the generation of LUTs using:Īdditionally, it contains the usage guide for the MultiLUT.fx shader. You can have multiple LUTs and switch through them with the MultiLUT.fx shader. Note that LUT.fx only handles one (1) LUT, and I highly recommend this single LUT to be your colour correction LUT. ReShade uses the shader LUT.fx to load and apply this. Back it up somewhere, you'll want copies of this texture. Make sure you have it! You can either download the above texture, or it can be found in the standard reshade-shaders Textures folder as lut.png. This texture is incredibly important! It is the LUT itself, after all.
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