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TES Skyrim
http://enbdev.com/enbseries/forum/viewtopic.php?f=14&t=17
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Author:  CruNcher [ 30 Aug 2013, 11:40 ]
Post subject:  Re: TES Skyrim

Guzio lot of interoperability issues with other mods have to check the .dds manualy first also it would be much more easier if we could see the in Game the location of the texture applied to a mesh :(

i had btw Trees HD skyrim installed already but i updated with a new, if Nexus Mod Manager soon gets no live .DDS overwrite preview i go crazy.

Author:  OhKay [ 30 Aug 2013, 11:46 ]
Post subject:  Re: TES Skyrim

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Author:  insomnia_jt [ 30 Aug 2013, 16:44 ]
Post subject:  Re: TES Skyrim

--JawZ-- wrote:
insomnia_jt;

Vilken typ av letterbox effekt använder du?
HD6's, Matso's, MTichnor's?
Å vart är den placerad?


HD6 och den är placerad mellan bloom-koden och PP-koden i enbeffect.fx.

Code:
#ifdef HD6_VIGNETTE      
      // yes this is my own crazy creation after seing how boring the usual linear circle vignettes typically are
      // no doubt I have done it in an overly convoluted way :-)
      
         //float fExposureLevel = 1.0; // compensate for any change from vignette so center is same brightness
      float2 inTex = _v0;   
      float4 voriginal = r1;
      float4 vcolor = voriginal;
      vcolor.xyz=1;
      inTex -= 0.5; // Centers vignette
      inTex.y += 0.01; // Move it off center and up so it obscures sky less
      float vignette = 1.0 - dot( inTex, inTex );
      vcolor *= pow( vignette, vignettepow );
      
      
      // Round Vignette
      float4 rvigtex = vcolor;
      rvigtex.xyz = pow( vcolor, 1 );
      rvigtex.xyz = lerp(float3(0.5, 0.5, 0.5), rvigtex.xyz, 2.0); // Increase Contrast
      rvigtex.xyz = lerp(float3(1,1,1),rvigtex.xyz,rovigpwr); // Set strength of round vignette
      
      // Square Vignette (just top and bottom of screen)
      float4 vigtex = vcolor;
      vcolor.xyz = float3(1,1,1);
      float3 topv = min((inTex.y+0.5)*2,0.5) * 2; // Top vignette
      float3 botv = min(((0-inTex.y)+0.5)*2,0.5) * 2; // Bottom vignette
      
      topv= lerp(float3(1,1,1), topv, sqvigpwr.x);
      botv= lerp(float3(1,1,1), botv, sqvigpwr.y);
      vigtex.xyz = (topv)*(botv);
      
      //vigtex.xyz = lerp(float3(1,1,1),vigtex.xyz,sqvigpwr); // Set strength of square vignette
            
      // Add round and square together
      vigtex.xyz*=rvigtex.xyz;
      
      vigtex.xyz = lerp(vigtex.xyz,float3(1,1,1),(1-vstrengthatnight)*(1-hnd)); // Alter Strength at night
      
         vigtex.xyz = min(vigtex.xyz,1);
         vigtex.xyz = max(vigtex.xyz,0);
         //vigtex.xyz -= 0.5;
         //(base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
         //vigtex.xyz = vigtex.xyz < 0.5 ? (2.0 * color.xyz * vigtex.xyz) : (1 - 2 * (1 - color.xyz) * (1 - vigtex.xyz));
         // Crap I keep forgetting overlay mode doesnt work in floating point/32bit/hdr dur bee durr
            
      // Increase saturation where edges were darkenned
      float3 vtintensity = dot(color.xyz, float3(0.2125, 0.7154, 0.0721));
      color.xyz = lerp(vtintensity, color.xyz, ((((1-(vigtex.xyz*2))+2)-1)*vsatstrength)+1  );
      
         //color.xyz+=0.02;
      color.xyz *= (vigtex.xyz);
         //color.xyz *= fExposureLevel;   
      
   #endif

Author:  --JawZ-- [ 30 Aug 2013, 17:39 ]
Post subject:  Re: TES Skyrim

insomnia_jt;

Ifall du bara will ha widescreen effekten så testa med Matso's lr MTicehnor's, annars testa att placera HD6 vignette före lr efter palette koden å se ifall det hjälper.

Author:  32cm [ 30 Aug 2013, 17:42 ]
Post subject:  Re: TES Skyrim

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Author:  WoodsOfYpres [ 30 Aug 2013, 18:40 ]
Post subject:  Re: TES Skyrim

Really great pics everyone! Especially the latest pics by OhKay and Guzio are just stunning.
It's been a while since i've posted pictures. I can be happy if someone remembers that i posted some shots a while ago lol. I just had a break from Skyrim (well, The Witcher 2 was for sale on Steam...). Overall, exteriors are still way too bright. I need to balance it out better. I like the way the trees look with bright light like this, but the faces of game characters are kinda messed up.

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Author:  MaxG3D [ 30 Aug 2013, 21:44 ]
Post subject:  Re: TES Skyrim

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Author:  midhras [ 30 Aug 2013, 23:16 ]
Post subject:  Re: TES Skyrim

Trying to find a sweet spot for interior effects (SSAO, specularity, subsurface scattering, particles). I'm really very taken with all the controls of the current generation of enbseries for Skyrim. Working on Fallout for a long while has made returning to TESV like diving into a treasure trove.

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And some exteriors:

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Author:  Guzio [ 30 Aug 2013, 23:37 ]
Post subject:  Re: TES Skyrim

WoodsOfYpres --- Thank you for your kind words.
I don't think that your Temple of Kynareth is too bright. it's matter of taste. My interiors are also really bright :)


midhras --- Your configs always look uniquely. When I saw your pictures from the Fallout 3, I immediately wanted to play it again. Lydia looks gorgeous :)



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Sunset
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Sunrise
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Day night cycle
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Author:  midhras [ 30 Aug 2013, 23:55 ]
Post subject:  Re: TES Skyrim

Guzio, I really like that by looking at the two 'styles' our shots demonstrate, the versatility of ENB modding is exemplified. While I opt for a somewhat flat, painterly view (well not so much in my interiors yet), and the rendered, three-dimensional look you have going... it's totally different. That diversity is one of ENB's main strengths, and this thread is a huge testament to it.

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