Search found 9 matches
- Author
- Message
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 02 Oct 2014, 19:54
- Forum: ENBSeries
- Topic: TES Skyrim
- Replies: 22356
- Views: 6477067
- 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...
- 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...