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| TES Skyrim http://enbdev.com/enbseries/forum/viewtopic.php?f=14&t=17 |
Page 225 of 2220 |
| Author: | R3volter [ 15 Mar 2012, 20:55 ] |
| Post subject: | Re: TES Skyrim |
Opethfeldt wrote: R3volter wrote: Hi guys, im new around and wanted to join the community Now, got a little problem here, see if someone could get me to the right edit line. I'm using Opethfeldt's enb and i dont know if it its different for anyone but here it is: Where is the line to edit the colours ? its too colorful Thanks UnrealWarfare already said it, Ecolorsaturation acts like a gamma setting too, so it will get even brighter, plus you disabled SSAO. Better lower AmbienLightIntensity too in enbseries.ini. Thanks for the reply oped, gonna touch those lines see if i get something pretty, This is what i got ftm ![]() ![]() ![]()
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| Author: | --JawZ-- [ 15 Mar 2012, 21:38 ] |
| Post subject: | Re: TES Skyrim |
Just wanted to to jump in and clarify something about HD6 coding The reason why it gets brighter when lowering the saturation when using HD6 enbeffect.fx file. Is because he has added a compensation command to help prevent the darkening, that happens when you increase saturation. CLENB v11-3 float EColorSaturationV2 = 4; // 1.65; float HCompensateSat = 2; // Compensate for darkening caused by increasing EColorSaturationV2 <------ The compensation command line. CLENB v11-4 float EColorSaturationV2 = 3.3; // 1.65; float HCompensateSat = 1.3; // Compensate for darkening caused by increasing EColorSaturationV2 <------ The compensation command line. And just for the fun of it, my enbeffect settings JENB + RL + SMAA // Nighttime Saturation, Red, Green, Blue float3 dnsatn = float3( 1.45, 1.45, 1.45 ); // // Daytime Saturation, Red, Green, Blue float3 dnsatd = float3( 1.7, 1.7, 1.7 ); float EColorSaturationV2 = 2.3; // 1.65; float HCompensateSat = 1.3; // Compensate for darkening caused by increasing EColorSaturationV2 It made the "lighting" of the colors better, alteast from my point of view |
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| Author: | haints [ 15 Mar 2012, 22:57 ] |
| Post subject: | Re: TES Skyrim |
Still trying to tweak my own config and am looking for more advice from all you OG modders out there ... Indoor scenes--as shown below--are too dark. I want to find a way to bring out more details in the dark/black areas of the screen WITHOUT washing out the entire image. I've tried tweaking night brightness, contrast, and r2+= in the enbeffect.fx file, and ambient and direct lighting in the .ini file, but nothing has really looked good so far. Anything that lightens up the dark areas also just seems to wash out the image overall .... Maybe I'm setting the above values incorrectly? Any ideas? Suggestions? All input appreciated!
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| Author: | --JawZ-- [ 15 Mar 2012, 23:21 ] |
| Post subject: | Re: TES Skyrim |
Try lowering the curve settings of either point, ambient or direct lighting. And leave the intensity alone. Curve is kind off a contrast setting while intensity is brightness. You could also try increasing the "BlueShiftAmountNight" just adds more blue to the scene and can make shadows less black. If you haven't already this at 0 you could try lowering this aswell, decreases contrast aswell. Can't go below 0 however. ColorPowNight You also got the float EIntensityContrastV2 in the enbeffect.fx file |
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| Author: | trillville [ 15 Mar 2012, 23:40 ] |
| Post subject: | Re: TES Skyrim |
Does anyone know how to get SSAO and fog to play nice together? If I want strong AO, I always have to lower the fogcolormultiplier, and if I want a nice horizon, I have to do just the opposite. Is this the kind of compromise you guys make or is there some secret method of balancing the two? ![]() ![]() ![]() ![]() ![]() ![]()
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| Author: | sinister.sinner [ 16 Mar 2012, 00:17 ] |
| Post subject: | Re: TES Skyrim |
That looks fantastic Muppetpuppet! ----------------------- ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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| Author: | Unreal Warfare [ 16 Mar 2012, 00:50 ] |
| Post subject: | Re: TES Skyrim |
Couple of pics using one of Gionights configs. |
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| Author: | Herbie211 [ 16 Mar 2012, 02:16 ] |
| Post subject: | Re: TES Skyrim |
trillville wrote: Does anyone know how to get SSAO and fog to play nice together? If I want strong AO, I always have to lower the fogcolormultiplier, and if I want a nice horizon, I have to do just the opposite. Is this the kind of compromise you guys make or is there some secret method of balancing the two? My advice: turn off AO and give up on horizons. Of the two, give up on horizons first. Rhetorically, can you post a pair of screens which demonstrates real benefit of AO? Ive never seen such. I actually spend most of my time tweaking with no IL, no AO, no adaptation, no bloom and no texture pallete. Old school curmugeon lol. Horizons irritate me. I know I've stumbled across gradient combinations which mitigate the crappy horizons you can get in foggy weather, but I cant remember how I did it... |
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| Author: | midhras [ 16 Mar 2012, 04:38 ] |
| Post subject: | Re: TES Skyrim |
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