Search found 9 matches

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by Euda
01 Apr 2015, 20:40
Forum: Download
Topic: GTA San Andreas 0.248
Replies: 159
Views: 72542

Re: GTA San Andreas 0.248

In versions pre-0.238, there was an option which actually did a great job at avoiding the transparent look of screen-space reflections: ReflectionFlip. It just mirrored the reflection horizontally. Kind of miss that in 0.248.
by Euda
22 Feb 2015, 09:23
Forum: Download
Topic: TES Skyrim 0.266
Replies: 335
Views: 253782

Re: TES Skyrim 0.266

How about pushing your HDR pixels into effect.txt via LogLuv32 , then calculating bloom in multi-pass, using whatever resolution you prefer. After mixing your bloom it's possible to do tonemapping or something else in HDR space— just don't forget to en-/decode your pixels for every single pass. ;) F...
by Euda
24 Jan 2015, 11:20
Forum: Effects
Topic: enbsunsprite.fx collection
Replies: 40
Views: 128405

Re: enbsunsprite.fx collection

Looks very neat. Those "needle"-scattering-fx' use to be implemented in a lot of games for a few years now and in most cases it still looks unnatural. Here it is well-made, will test it today. As for the antialiasing, I assume Boris thought about some resampling-algorithm when resampling t...
by Euda
15 Dec 2014, 13:14
Forum: ENBSeries
Topic: TES Skyrim
Replies: 22356
Views: 6477067

Re: TES Skyrim

@ OhKay Great Contrast :shock: ___ Worked on the tonemap (now reinhard mixed with log10-sigmoidal, though both curve-parameters could be slightly brighter...) and various sky/env-parameters since my last post in.. october? Hope you enjoy :) __ [spoiler] https://farm9.staticflickr.com/8623/1540523611...
by Euda
19 Oct 2014, 14:16
Forum: ENBSeries
Topic: TES Skyrim
Replies: 22356
Views: 6477067

Re: TES Skyrim

@ Unreal : Great colors, immersive look and nice details. Contrast and saturation could be raised slightly. @ Jafin : Atmosphere and SSAO in the fifth shot looks astonishing *-* - plus, you run Skyrim with a Hawaii-GPU as I do !_! __ A personal Technicolor (3 strip) approach I wrote back in the summ...
by Euda
06 Oct 2014, 20:19
Forum: ENBSeries
Topic: TES Skyrim
Replies: 22356
Views: 6477067

Re: TES Skyrim

@ Asgaard : Thanks for your tip, followed it and reduced the fog's intensities (actually that was necessary for every timecycle :>) @ Dinkledorf : Looks really neat, that warm orange lights harmonize well with the blue-tinted light casting through the windows. Reminds me of Thief's (2014) design and...
by Euda
02 Oct 2014, 19:54
Forum: ENBSeries
Topic: TES Skyrim
Replies: 22356
Views: 6477067

Re: TES Skyrim

Image

Image
by Euda
02 Aug 2014, 20:51
Forum: Effects
Topic: Problem with my Box-Blur code
Replies: 7
Views: 3700

Re: Problem with my Box-Blur code

In any case, you need to add texOriginal, which contains the original texture (output of enbeffect.fx) and isn't changed during the passes. texColor changes in each pass. That way you can use 2 passes for horizontal and vertical blurs, than add it to texOriginal, or do with it as you please. In the...
by Euda
29 Jul 2014, 15:23
Forum: Effects
Topic: Problem with my Box-Blur code
Replies: 7
Views: 3700

Problem with my Box-Blur code

Hello Community ;) TL;DR-version: - having two techniques: 1st: Horizontal blur of original image; 2nd: Vertical blur of 1st-technique's result => Box Blur - now I want to add the resulting box blurred image to the original screen. Problem: return origcolor+result*0.3 won't work because origcolor co...