Please use english language
It is currently 25 Feb 2020, 22:54

All times are UTC





Post new topic Reply to topic  [ 22192 posts ]  Go to page Previous  1 ... 769, 770, 771, 772, 773, 774, 775 ... 2220  Next
Author Message
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 06:28 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 05 Mar 2012, 02:08
Posts: 1938
@ superl3

Will check it out, but I'm off to work now so will have a new HD6 enbeffect.fx with the diffuse bloom added to it later today when I get home from work.

With RL 3.4a - Vanilla the Extended ENB Weather mod works without a problem, but if you are using the Default version or v3.5 I am working on including it to the RL file as they haven't even touched those settings, atleast not in the weather's I checked. I will add it to my Extended Realistic Lighting files.

But if you wan't to have a go at it, here is the settings location;

Image

Under the Directional Ambient tab is the "shadow RGB values" that has been changed in Extended ENB Weather.


Top
 Profile  
 
Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 06:37 
Offline
*sensei*

Joined: 30 May 2012, 15:40
Posts: 267
@maload

My first guess would be IntensityContrast in enbeffect. Looks to be too low maybe. I did not examine your ENBSERIES settings in detail. I suggest replacing with default an if that corrects it, examine the two and see what the differences are.

Another thing to look at would be the [COLORCORRECTION] section. Make sure your GammaCurve is not too low, likely should be at least 1.0, we can't see those settings in your post. Good luck!


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 07:29 
Offline
*master*

Joined: 23 Jan 2012, 18:24
Posts: 184
A huge dungeons mess Pics with awesome FX in my opinion

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

_________________
My old 0.119 ENB for CoT http://skyrim.nexusmods.com/mods/23202/


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 07:30 
Offline
*master*

Joined: 27 Jan 2012, 18:46
Posts: 112
Image

Image

Image

Image

Image


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 07:46 
Offline
*master*

Joined: 20 Apr 2012, 05:52
Posts: 208
Propa, can't wait for a release. Just looks very cinematic and love the contrast.


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 07:57 
Offline

Joined: 20 May 2012, 13:34
Posts: 66
thank you so much Dinkledorf .

i change IntensityContrast in the file to 1.4 and it really help .

but i dont see any " GammaCurve " word in the file .

i use notepad to search for it . but it say no GammaCurve word in the file .

this is my enbeffect , i got it from this website

it is enb v .139

Image

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2012 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++



//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS 2
#endif

//use original game processing first, then mine
//#define APPLYGAMECOLORCORRECTION

//use original game processing only, with vanilla bloom
//#define ENB_FLIPTECHNIQUE



//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//float3 EColorFilter=float3(1.0, 0.9, 0.9);

//modify these values to tweak various color processing
//POSTPROCESS 1
float EAdaptationMinV1=0.01;
float EAdaptationMaxV1=0.07;
float EContrastV1=0.95;
float EColorSaturationV1=1.0;
float EToneMappingCurveV1=6.0;

//POSTPROCESS 2
//float EBrightnessV2=2.5;
float EAdaptationMinV2=0.05;
float EAdaptationMaxV2=0.05;//0.125;
float EToneMappingCurveV2=8.0;
float EIntensityContrastV2=1.4;
float EColorSaturationV2=2.0;
float EToneMappingOversaturationV2=180.0;

//POSTPROCESS 3
float EAdaptationMinV3=0.05;
float EAdaptationMaxV3=0.125;
float EToneMappingCurveV3=4.0;
float EToneMappingOversaturationV3=60.0;

//POSTPROCESS 4
float EAdaptationMinV4=0.2;
float EAdaptationMaxV4=0.125;
float EBrightnessCurveV4=0.7;
float EBrightnessMultiplierV4=0.45;
float EBrightnessToneMappingCurveV4=0.5;



//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;



texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb

sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};



//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.txcoord0.xy=IN.txcoord0.xy;

return OUT;
}


//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);

float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output

float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);

float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;


float4 _v0=0.0;

_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color

//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);

xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;

r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections

#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;

#endif //APPLYGAMECOLORCORRECTION

/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/

float4 color=_oC0;


//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);

#if (POSTPROCESS==1)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x

float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);

float3 luma=color.xyz;
float lumamax=300.0;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);

#endif



#if (POSTPROCESS==2)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2);//*tempF1.x

//color.xyz*=EBrightnessV2;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2);
color.xyz=scl*xncol.xyz;

float lumamax=EToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2);

#endif


#if (POSTPROCESS==3)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x

float lumamax=EToneMappingOversaturationV3;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);

#endif

//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;


#if (POSTPROCESS==4)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);

float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
// Y=Y/(Y+EBrightnessToneMappingCurveV4);
// float desaturatefact=saturate(Y*Y*Y*1.7);
// U=lerp(U, 0.0, desaturatefact);
// V=lerp(V, 0.0, desaturatefact);
color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

color.xyz=max(color.xyz, 0.0);
color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);

#endif



//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE

_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}



//switch between vanilla and mine post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_D6EC7DD1
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}



//original shader of post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_D6EC7DD1
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color

ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 08:02 
Offline

Joined: 23 Jan 2013, 21:56
Posts: 2
Does anyone have the ENB Series .0120 files? I would like to download them for testing if possible.

Thanks.


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 09:45 
Offline
*sensei*

Joined: 28 Dec 2011, 08:14
Posts: 323
Kyo>>>
Thank you my friend, but in my case full size scales do look cleaner, and I don't think that it is possible to notice any differences between 0 and -1 filters at least in 0.102v-0.119 and 0.126v .
Your ENB preset looks like it set a record by the count of endorsements, it's already surpassed 300 mark :o that's what I call Amazing Job!!! but to be fair I am not surprised at all, seeing your attention to everyone in a comment section (it's what scares me the most ) and the quality of your ENB settings it's very well deserved my friend , Bravo Maestro on almost all fronts !!!

Mindflux>>>
Thank you sir :) but it wouldn't be possible to take pics in pitch black corners without your .esp file ;)
and I can easily reference this
Quote:
very pleasing depth to them and they look very natural, like that's how everything was designed to look in the first place. Gorgeous
to your work buddy :)

Unreal Warfare>>>
Thank you my friend, glad to see that you are still in work and made some amazing things lately, by the looks of the pics, it looks just Great!!! definitely very unique in it's own cinematic way :) Really Well Done UW!!!

evok99>>>
Thank you my friend, but my only pride at this moment is my 12 years old son and 5 months old daughter, all other activity is just a hobby :)
Why would anyone want my outdated presets ? :) there is so much great settings out there, that it's not even funny guys.
And about last question , I am taking screenshots in my native resolution 1680x1050 no downsampled by any means, and the thing I love the most in this game is to create my characters as realistic and beautiful as I can make them, with default in-game editor and taking some shots with them, I think if it wasn't possible I would have been stopped screenarchery in Skyrim a long time ago.

eldyraen and especially Confidence-Man >>>
Your pics/settings looking amazing guys , Great stuff right there :)


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 11:50 
Offline

Joined: 24 Jan 2012, 05:49
Posts: 82
@--JawZ--
I find your custom hd6 effect.. but I cannot implement mine. i don't know why..
it looks awful when I write my values on your enbeffect.fx.

when do you upload yours new RL and enbeffect?


Top
 Profile  
 
 Post subject: Re: TES Skyrim
PostPosted: 24 Jan 2013, 12:03 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 05 Mar 2012, 02:08
Posts: 1938
I Will pool inte it when I get home. Which ENB version Do you use by the way?

As soon as I get home I will start working on it


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22192 posts ]  Go to page Previous  1 ... 769, 770, 771, 772, 773, 774, 775 ... 2220  Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group