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| TES Skyrim http://enbdev.com/enbseries/forum/viewtopic.php?f=14&t=17 |
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| Author: | ENBSeries [ 16 May 2012, 03:17 ] |
| Post subject: | Re: TES Skyrim |
Fog computed in shaders by this code: fact=depth * fogparam.y - fogparam.x; fact=fact ^ fogparam.z; //fact=pow(fact, fogparam.z); fact=min(fact, fogparam.w); And when i applied this in previous versions, ssao started only from some big distance, perhaps beginning of far fog, so i removed fogparam.x and fogparam.z and got linear fading without strong line of start. Quote: distance (both of them) set to 6x vanilla, so normaly SSAO shouldn't fade at all? It's may not be fade, i don't know what values are used in there, but guess it "start" or "begin" variable. |
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| Author: | MetallicAcid [ 16 May 2012, 04:07 ] |
| Post subject: | Re: TES Skyrim |
Hey! Firstly, great pictures everyone! I have been inspired to tweak my own ENB I have a 2 questions to the pro's here.. 1. How do I remove bright water at night and 2. How to change smoke from blue to grey (normal) at night? I am using KAGE 0.110. I am using color pallet, should this be changed? Thanks guys, and keep up the great work! |
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| Author: | CruNcher [ 16 May 2012, 12:55 ] |
| Post subject: | Re: TES Skyrim |
Did someone found out what these issues in the DOF (Matsos Bokeh ?) are caused by, Insane Jack screens shows it extremely well and pronounced (saw these artifacts on several renderings now) also the pure DOF Shaders show them though more @ the edges. trillville wrote: @T.A.Z I may be wrong, but I think SSAO distance is linked to your fshadowdistance value. After testing some absurdly high values for finteriorshadowdistance (don't ask), I found that values in the 7000-8000 range caused SSAO to render "behind" particles with depth textures (mist, light-beams, etc.). Reducing the value to something around 3000-2000 eliminated the problem for me. Nevertheless, it seemed to suggest that SSAO extended farther with larger shadow distances. And nice screens everyone! Btw Midhras, I'm testing your ENB right now. I'll have a detailed report ready as soon as I collect all those razor fragments for the Dawnstar Museum @Fedorrrz I always like your interior shots. It reminds me of Diablo III's aesthetic, at least during cinematic sequences. I also forgot to answer your question about the crazy lighting with that glowing red doorway in the mountain. That's a mod I'm working on which isn't finished yet. I'll post a link when it's done trillville did you experienced flickering coming either from the Adoption part of your preset or Bloom in development ? i ask because i experience this flickering with the exterior sun it seems on Intel Hardware, stakados enb which imho is also a more special one (great work) Stakado results: ![]()
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| Author: | ENBSeries [ 16 May 2012, 15:09 ] |
| Post subject: | Re: TES Skyrim |
CruNcher I noticed strance artifacts of DOF, but don't understand from screenshots what is that (and don't know code of that DOF to guess). Does anyone else have same with latest mod? |
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| Author: | Insane Jack [ 16 May 2012, 16:42 ] |
| Post subject: | Re: TES Skyrim |
hinti21 wrote: U got better ones?? Thanks! If you like that I will do more of this type next time. And upload in full resolution, so if you want, you can use it for wallpaper. For now, some day time! (except for the first one). ![]() ![]() ![]() ![]() So next time, more trees ! (I still didn't tweak anything for night time) |
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| Author: | hinti21 [ 16 May 2012, 16:53 ] |
| Post subject: | Re: TES Skyrim |
Looking forward to your next post ![]() ![]()
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| Author: | ENBSeries [ 16 May 2012, 17:34 ] |
| Post subject: | Re: TES Skyrim |
Again those ivy... Isn't it hard to create same textures with reflective blue sky to get same effect? Or should i do the same for all objects? |
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| Author: | midhras [ 16 May 2012, 20:15 ] |
| Post subject: | Re: TES Skyrim |
Whoops double post trying to get large pictures in stead of small in -- sorry for that. |
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