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TES Skyrim
http://enbdev.com/enbseries/forum/viewtopic.php?f=14&t=17
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Author:  dpeasant [ 18 May 2012, 17:48 ]
Post subject:  Re: TES Skyrim

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Author:  T.A.Z [ 18 May 2012, 18:41 ]
Post subject:  Re: TES Skyrim

ENBSeries wrote:
qwerty11
All screenshots on news page of site are from current topic.

Guys, did you saw any mod for sun which modify size of sun (not just different texture, because sun is plane and it have corona and sun disk both) and how it moves? It's very hard to detect which is sun and which are moons, but if impossible to modify size or path of movement, then i can do some advanced changes and fx. May be scripts can do this?


Nope, but I think I could make an .esp to change the sun size. Not sure about the movement path though, that sounds difficult.

Author:  silverbullet [ 18 May 2012, 19:46 ]
Post subject:  Re: TES Skyrim

hey soniceither, glad to see your working on a enb set. Your work with the minecraft shader is amazing, that and your patience with people constantly bombarding your thread with stupid questions all the time lol Look forward to see what you come up with :)

Author:  stakado [ 18 May 2012, 20:20 ]
Post subject:  Re: TES Skyrim

I´m still working on a SSIL setting, with a good balance between image quality and performance, also i added boketh to my config:

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Bye!

Author:  ENBSeries [ 18 May 2012, 21:12 ]
Post subject:  Re: TES Skyrim

Folks, i want to make open shaders for editing some generic game fx, but not sure if you interested in them, so let me know what do you think. What to export:
Game fxaa shader - simple to modify it for better quality or program another (i have it modded myself to remove texture blurring).
Sun glare - dpeasant screenshots have it, it's size changed sprite of sun static rays, some mods replace it texture, but it's static. When shader will be open, it's easy to make lenz fx from external texture by drawing offseted from center of screen by direction to sun several copies of quads (as example) or to add procedural rays like in GTA4 version for car and street lights. Unfortunately, this effect happen on lenzes, but in game it's much earlier and after motion blur, dof or similar will be affected, so i don't know.
Sun sprite - it's texture of sun corona and disk. Vanilla texture is very noisy and it's hard to make valid look for sun when intensity is high (and as i understand, Skyrim not allow hdr texture to be used). The problem only that in the night sun also drawed, but black, if someone will change a little variables for sun (just a mistake) and it's texture hdr, then sun will be visibile.
Game depth of field - you know it, when entering menu in the game f.e. But the problem is that this dof use standart texture, not hdr, also it will be a bit tricky for me to program generic singe shader for it, because game use several different.
What else, i don't know, because most of objects have multiple precompiled shaders for different conditions, for example depending from distance from camera and amount of lights, not an easy to convert such shaders back to uber.

Author:  Insane Jack [ 18 May 2012, 21:32 ]
Post subject:  Re: TES Skyrim

I'm interested in antialiasing optimized which not blurs textures. It's seem to be your FXAA shader. So yes.
Better sun, sunrays, godrays or whatever would be awesome! But I hope it's will not make the bokeh dof look bad.
Also I don't like the camerafx, so I put 0 on it. I suppose it's use calculation for nothing in this case. So if it could be disable, without disable bloom, it would be great.
:)

Edit:
About the dof for menu, could you "simply" disable everything of it, and "simply" put the point of focus very close to the eyes, and so having a very good effect!

Author:  Chade [ 18 May 2012, 21:50 ]
Post subject:  Re: TES Skyrim

Hi Boris, I just registered today after seeing all your beautiful and amazing work, it really takes a touch of genius to do this and I'm very glad we have someone like you, thank you! :D

About your last post, If the dof you're talking about is "static distance blur" that removes the ugliness of distant trees and terrian then that will be another amazing tweak to the game, but remember that the dof has to not affect the sky - which i think will be hard, I have tried to tweak image space myself (with the game mechanics, creation kit) but the sky became really blurred aswell.

I can't wait for you to get your hands on a directX 11 card, I'm sure you will turn this game into a godess ;)

Author:  ENBSeries [ 18 May 2012, 22:18 ]
Post subject:  Re: TES Skyrim

Chade
To make dof without sky affect isn't hard, because sky have depth far away from other objects, so it's only the matter of one or two lines of code. Problem is how this will look, sharp sky and blurred objects.

Author:  theradikal11 [ 18 May 2012, 23:36 ]
Post subject:  Re: TES Skyrim

So far I've been 5 presets Next Generation 2.0

Vivid Color
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Balanced
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Cinema
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Minus Color
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The fifth is Darker Nights which is similar to minus color but dark nights.

More Cinema screens because it is something new that I've taken out of the hat :D
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Balanced:
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Vivid Color
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Author:  stakado [ 19 May 2012, 00:17 ]
Post subject:  Re: TES Skyrim

I definitely fits in enb 112:

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