TES Skyrim 0.221

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Re: TES Skyrim 0.221

Boris, could you put
[SUBSURFACESCATTERING] in generic enb file for other dx9 games?
Last edited by vejn on 25 Sep 2013, 13:24, edited 1 time in total.
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Re: TES Skyrim 0.221

No, it's not effect which can work with any game
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Re: TES Skyrim 0.221

ENBSeries wrote: Yersinia79
Some trees and grass affected, but it's because they have wrong parameters and must be fixed as meshes.

May be i need to add parameter which make subdermal more separated, to make it less visible from lit sides? It's wrong in general, but for presets with low dynamic range of lighting may work (but look ugly on contrast light).
Boris
About the SSS effect on glaciers and trees/grass, I like the effect it gives at "normal" values.
Was just wondering cause dark trees on custom configs get a bit brighter (helps pop out detail in distance, at least looks like it) and glaciers get a nice glow ^^

About change to subdermal I agree with Krista, keep it the way it is^^ It works great at the moment, mine just a little radiant :D
Doing anything that will look bad on contrast light, sounds really bad on my config lol :>
Also it is easy to change, everyone just working on finding their good setting for their own config.
People getting good results already I think, normal configs and custom configs ^^
Still working on mine, I choose the brightest skin color at nord character selection :>
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Re: TES Skyrim 0.221

This shows how bad the Skyrim's default childrend normal map texture is.

The left face is with Skyrim default texture and Mindflux SSS patch.
The right face is with the mod 6172 texture and Mindflux SSS patch.

Image
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Re: TES Skyrim 0.221

This shows how bad the Skyrim's default childrend normal map texture is.

The left face is with Skyrim default texture and Mindflux SSS patch.
The right face is with the mod 6172 texture and Mindflux SSS patch.
Oh, yes, they are incredible bad and you actually showed me the method to (almost) get rid of ugly neck seams. The trick seems to be to use this mod AND Mindflux SSS patch. I just used either the one or the other formerly. Still a neck seam on Hroar, but a lot better now, thx.

My status quo:

female: no neck seams at all (the few discolorations I encounter are so called "dark head" bugs, easy to fix by CK doing a facegendata extraction). Maybe still somewhat too bushy eyebrows.

->Tan Lines Fair Skin option by Xanshio, Body/Feet, Hands + Face (not available on nexus anymore, but is available on the site "you are not allowed to mention on Nexus"). Gives a nice and very bright fair skin (Only for CBBE).
->Fitness Body less abs as normal map
->Fair Skin Complexion Sweaty Body for CBBE (not available on Nexus anymore)

-male: So far I encountered nothing extreme. Men seem to have always a small seam, but I watch no discoloration.

->SoS Male Body textures (I used Favored Soul formerly, I guess they are equal)
->Smooth Male Body for SoS - Normal Map only
->Fine Face Textures for Men by Urshi

-children: With "new Children" and the SSS patch it looks bearable.


Settings:

[SUBSURFACESCATTERING]
Quality=0
Radius=3.0
Amount=0.5
EpidermalAmount=1.5
SubdermalAmount=6.2
EpidermalDiffuseSaturation=0.0
SubdermalDiffuseSaturation=0.25
EpidermalMix=0.3
SubdermalMix=0.3

Image

Would love to have a skin as bright as Tan Lines Fair Skin, but with some more complexion, like SG maybe, but not too strong, some veins shimmering through the skin, some moles etc.
Last edited by Sigurd44 on 26 Sep 2013, 13:27, edited 1 time in total.

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Re: TES Skyrim 0.221

ok... I hope some body mod authors read this: Diffuse, normal (_n), specular (_s) and sss (_sk) body textures should >>>not<<< have alpha´s ever ...
Even the most common ones got it, save to 24bit rgb uncompressed if you care about artifacts. Do not use DXT5 or 32bit argb...only exception might be children´s normals :>
Starting over again after fix it myself :\
Image

EDIT:
Mod skysan4298 posted, removed all alphas except on normal textures. Also using Mindflux´s SSS Patch :>
Image
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Re: TES Skyrim 0.221

Diffuse texture alpha channel used only for objects which are transparent (alpha blending enabled), so texture can be with alpha. Of course alpha =1 (255) is the right value for skin objects, it is important only for semitransparent which i never saw in game yet. 24 bit rgb format D3DFMT_R8G8B8 is obsolette and was only in dx7 if i remember, current D3DFMT_X8R8G8B8 is 32 bit with 8 bit unused and set by default to 1 (255). Alpha from normal texture in some models is specular level, so it's reflection amount when it's enabled, but this is selected automatically depending from shader, so any mistake is on modders side. Specular map alpha unused by ENBSeries, don't know how it affect something. May be game determine if alpha used and automatically draw model as transparent? I saw such ugliness with 3DGameStudio engine (their building even worse, i launch every time when see photo of this creation for dwarfs http://www.conitec.net/images/conitec.jpg).
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Re: TES Skyrim 0.221

hmm didn´t know that, only that I avoided alot problems with 24bit setting and vanilla tex don´t have alpha´s either :>
Is marked one on the list below correct? ^^
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Re: TES Skyrim 0.221

But aren't Textures smaller in Filesize and better for Performance when saving them for example as 5.6.5 16 bpp instead of x.8.8.8 32 bpp without (big) loss in Quality? The same for compressed Textures. Saw many times that Textures are saved as DXT5 instead of DXT1 although they did not need Alpha-Channel. Quality should not differ between DXT1 and DXT5.
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Re: TES Skyrim 0.221

SiSaSyco
Reduce color bit is very unwanted, try do same to a color photo and you will see :)
DXT1 and DXT5 compress only, but for body mods very unwanted cause artifacts appear, also re-compression is bad for any texture :>
24bit is an option but like I just learned from Boris it is outdated and should use X.8.8.8 instead ^^
DXT1 and DXT5 should still be used if performance is wanted, but avoided if possible if compression is already done.
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