Search found 24 matches

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by Kitsune
09 May 2020, 13:29
Forum: Bugs
Topic: [V ENB] Render Target issue
Replies: 4
Views: 703

Re: [V ENB] Render Target issue

I usually fixed these issues by adding a second pass to the technique to clear out the render target beforehand. Something like that: //Pseudocode: technique ExampleTech { pass 0 { /* PixelShader that returns 0.0 */ } pass 1 { /* PixelShader with clipping op */ } } Alternatively you could also retur...
by Kitsune
27 Apr 2020, 23:43
Forum: Bugs
Topic: Skyrim SE Visual bug in foggy weathers with SSS
Replies: 8
Views: 2127

Re: Skyrim SE Visual bug in foggy weathers with SSS

If I disable SSS, using the skin toggle under prepass I suspect you're using the prepass from the "Shader Addon" mod then. It has a few problems with things like 3D tree LODs that the ENB SSS itself doesn't normally have. Disabling the prepass skin shader doesn't remove the SSS from your ...
by Kitsune
05 Mar 2020, 16:24
Forum: General
Topic: Skyrim LE GUI cursor request.
Replies: 9
Views: 3567

Re: Skyrim LE GUI cursor request.

Agree. Even if the current one looks kind of cool, its not as pleasant to work with as the default windows arrow. What about a switch between the two cursor styles inside of enblocal (only if its not too much work of course)? That could be a good compromise.
by Kitsune
27 Jan 2020, 00:34
Forum: Download
Topic: TES Skyrim SE 0.406
Replies: 71
Views: 19043

Re: TES Skyrim SE 0.406

Thanks a lot for the update Boris, skin looks much better with cloud shadows now! The only remaining problems are meshes with emission and point lights. Not sure if you can fix that tho, I ran into the exact same problems while experimenting with the albedo texture to reconstruct direct lighting som...
by Kitsune
25 Jan 2020, 14:33
Forum: Download
Topic: TES Skyrim SE 0.401
Replies: 229
Views: 33322

Re: TES Skyrim SE 0.401

Pretty much exactly what fadingsignal said. Plus the armor in my screenshot had semi-transparent, slightly glowing elements on it that are rendered wrong with cloud shadows. Waterfalls can turn almost black as well when enabling them and SSS looks a bit too dark imo when compared to manually decreas...
by Kitsune
25 Jan 2020, 01:14
Forum: Download
Topic: TES Skyrim SE 0.401
Replies: 229
Views: 33322

Re: TES Skyrim SE 0.401

Wasn't aware that you computed them that way, that explains their behaviour at the antisolar point tho. Yeah, it would've been nice but a completely new effect is probably not worth it. Yes, the transparency tweak is what I wanted. I know what you mean, I just don't think its unrealistic in this cas...
by Kitsune
24 Jan 2020, 16:55
Forum: Download
Topic: TES Skyrim SE 0.401
Replies: 229
Views: 33322

Re: TES Skyrim SE 0.401

Hey Boris, I messed with sun and volumetric rays a bit recently and came up with a external shader that renders both ray types simultaniously. It was originally just built to test how much performance could be saved with this method, but it turned out to look pretty neat. Its still mostly a proof of...
by Kitsune
16 Jan 2020, 15:29
Forum: Download
Topic: TES Skyrim SE 0.401
Replies: 229
Views: 33322

Re: TES Skyrim SE 0.401

Mirx - I wouldn't recommend to compare ENBs with videos only. They could show older versions of those presets and use different other visual mods (flora, weather, textures, LODs, etc) that can change the look of the game drastically, especially when comparing LE to SE. Also, your definition of real...
by Kitsune
17 Apr 2019, 09:45
Forum: Download
Topic: TES Skyrim SE 0.374
Replies: 96
Views: 17187

Re: TES Skyrim SE 0.374

Guzio
Try to replace both instances of

Code: Select all

uv.z = pow(TextureMask[uint2(0,0)].x, 3.0);
inside enbsunsprite.fx with something like

Code: Select all

uv.z = pow(TextureMask[uint2(0,0)].x, 40.0);
You may have to set that value even higher if it still shows through clouds, but that fixed the problem for me.
by Kitsune
15 Feb 2019, 20:16
Forum: Download
Topic: TES Skyrim SE 0.372
Replies: 168
Views: 32303

Re: TES Skyrim SE 0.372

Edit: SMAA bug got fixed. Workaround deleted.