TES Skyrim 0.220
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Re: TES Skyrim 0.220
Sorry for dumb question but if EnableSubsurfaceScattering=false behavior is same as 217 or SSS disabled completely?
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- *sensei*
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Re: TES Skyrim 0.220
Boris
Ended up with below values, then I got no clipping in 3rd or 1st person view. 1st person view looks kinda nice with these settings and arms is slight less transparent.
Arms seem a little longer thou, but not to much I think lol^^
Increasing fNearDistance seems to make problems in 1st person worse and makes camera clip into body at certain angles in 3rd person view :>
[Display]
fNear1stPersonDistance=8.0000
fNearDistance=15.0000
Went around and looked at neck seams, seems very ok. Slight red tint on some elf´s and orc´s but not all, still looks ok. Most looks great^^
Ended up with below values, then I got no clipping in 3rd or 1st person view. 1st person view looks kinda nice with these settings and arms is slight less transparent.
Arms seem a little longer thou, but not to much I think lol^^
Increasing fNearDistance seems to make problems in 1st person worse and makes camera clip into body at certain angles in 3rd person view :>
[Display]
fNear1stPersonDistance=8.0000
fNearDistance=15.0000
Went around and looked at neck seams, seems very ok. Slight red tint on some elf´s and orc´s but not all, still looks ok. Most looks great^^
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Re: TES Skyrim 0.220
CorvoAttano77
EnableSubsurfaceScattering=false disable completely mine sss, not vanilla.
EnableSubsurfaceScattering=false disable completely mine sss, not vanilla.
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Re: TES Skyrim 0.220
0.220 = no bugs
Tweaking some values makes the right textures mixes seamless.
Nice work Boris !
I know, this is not exactly what you aimed for.... but you can't fix everybody's bugs. Right ?
*off-Topic*
We need to talk about DoF !
I'll PM you pretty soon, I want to make it real-time adaptive accordingly to FOV and distances....
Tweaking some values makes the right textures mixes seamless.
Nice work Boris !
I know, this is not exactly what you aimed for.... but you can't fix everybody's bugs. Right ?
*off-Topic*
We need to talk about DoF !
I'll PM you pretty soon, I want to make it real-time adaptive accordingly to FOV and distances....
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Re: TES Skyrim 0.220
TransparencyAA does not work if TemporalAA is on?
Or is this a bug in 0.220?
Or is this a bug in 0.220?
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Re: TES Skyrim 0.220
For me TemporalAA is not working at all in 220. The checkbox is still there, but ticking it does nothing.
ETA:
DigitalPrinceX
For me that has been the case in all versions since TransparencyAA was added. Turning on TemporalAA makes TransparencyAA turn off. However not with 220 - as stated above, in 220 for me TemporalAA does nothing.
ETA:
DigitalPrinceX
For me that has been the case in all versions since TransparencyAA was added. Turning on TemporalAA makes TransparencyAA turn off. However not with 220 - as stated above, in 220 for me TemporalAA does nothing.
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Re: TES Skyrim 0.220
Boris
Sorry I didn't specify, my screenshot and comments were using 0.220. Gonna do more testing with different parameters. Thanks for the explanation of parameters! I no longer feel in over my head!
Sorry I didn't specify, my screenshot and comments were using 0.220. Gonna do more testing with different parameters. Thanks for the explanation of parameters! I no longer feel in over my head!
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Re: TES Skyrim 0.220
please STFU and leave Boris alone. Stop spamming stupid shit. Thank youCruNcher wrote:Im not sure you already read it i know you never implement others work but you might get some own ideas from it
http://www.iryoku.com/projects/nextgen/ ... ng-v5.pptx
there is also lot of information about retaining texture details using only a 2 Step Gausian Blur instead of a 5 step like in the non Seperable Subsurface Scattering
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Re: TES Skyrim 0.220
You realize that post was completely pointless and makes you look like an ass right? Anyways... Back on topic.bf3rocks wrote:please STFU and leave Boris alone. Stop spamming stupid shit. Thank youCruNcher wrote:Im not sure you already read it i know you never implement others work but you might get some own ideas from it
http://www.iryoku.com/projects/nextgen/ ... ng-v5.pptx
there is also lot of information about retaining texture details using only a 2 Step Gausian Blur instead of a 5 step like in the non Seperable Subsurface Scattering
I reworked my SSS parameters a bit and got a fairly good balance. I just reworked some of the parameters skysan post earlier, increased some for more effect and I've got a pretty good result now. One challenge I ran into that I didn't expect was scars got really dark with SSS amount to high. I'll show screens when I can but my wifi connection on my comp is really spotty (posting this from my phone right now). I'm using Xenius' hi-res scars.
Here's the updated settings:
Quality=0
Radius=3.0
Amount=0.15
EpidermalAmount=10
SubdermalAmount=12
EpidermalDiffuseSaturation=0.20
SubdermalDiffuseSaturation=0.25
EpidermalMix=0.2
SubdermalMix=0.3
When I can I'll post a couple screens of the new settings and also one of scars when I set the amount too high. I think there's still a lot of room to work these settings a bit but it looks fairly decent.
Btw, my papyrus thing was related to a couple mods and load order it seems so it had nothing to do with performance dropping. I knew it wasn't caused by ENB but I thought maybe the performance hit was exacerbating it. It wasn't