Version updated, download again.
Previously i did fix to visible edge of water on shore, but found that it not working properly because of other similar fixes, so removed it. Removed that specular which is on screenshot did in one of my posts to this topic, it is not realistic and looks like repeating noise everywhere.
TES Skyrim 0.229
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Re: TES Skyrim 0.229
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Re: TES Skyrim 0.229
The water looks really great, Boris. Whenever you get tired of working on that, any chance we could see a fix for the skylighting brightness bug? That's the only thing left that looks bad to me; I don't mind turning off particle lights to avoid that snow bug, but I can't go without skylighting, it looks too good.
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Re: TES Skyrim 0.229
Boris
Off-Water Topic
Warning : noob questions all around :
Is there something wrong with Timer implementation in enblens.fx ?
Whatever I'm trying, Timer seems to not respond the right way, even with simple maths formulas.... I'm seeing something at times, but with brute force values. Could you check it from your side, so I know I'm definitely doing something wrong ?....
As an example, part of your code for mask :
{
coord=In.txcoord0.xy;
coord.y*=ScreenSize.w;//remove stretching of image
float4 mask=tex2D(SamplerMask, coord);
float3 templens=tex2D(SamplerBloom6, In.txcoord0.xy);
float maxlens=max(templens.x, max(templens.y, templens.z));
float tempnor=(maxlens/(1.0+maxlens));
tempnor=pow(tempnor, LensParameters.w);
templens.xyz*=tempnor * LensParameters.z;
res.xyz+=mask.xyz * templens.xyz;
}
If I add a multiplier in it : res.xyz*=factor;
It works, the multiplier has an effect, even separated for days, ngihts, interiors. All's ok.
Then, if I add Timer related vars :
float time=Timer.x* value;
time=frac(time) * 2.0 - 1.0;
time=abs(time);
res.xyz*=factor + time;
The added var has NO effect, whatever value is.
Also, could you explain why alpha channel is disabled in Lens postpass and why it has to remain this way ?... Sorry for bothering.
I can sample parts of textures via offsets, but it makes it hard to work with uniform float scales for simple dynamic size variations...
I can add displacements with Vpos, but slight, since the texture's borders become visible at some point.
Noob questions off.
Off-Water Topic
Warning : noob questions all around :
Is there something wrong with Timer implementation in enblens.fx ?
Whatever I'm trying, Timer seems to not respond the right way, even with simple maths formulas.... I'm seeing something at times, but with brute force values. Could you check it from your side, so I know I'm definitely doing something wrong ?....
As an example, part of your code for mask :
{
coord=In.txcoord0.xy;
coord.y*=ScreenSize.w;//remove stretching of image
float4 mask=tex2D(SamplerMask, coord);
float3 templens=tex2D(SamplerBloom6, In.txcoord0.xy);
float maxlens=max(templens.x, max(templens.y, templens.z));
float tempnor=(maxlens/(1.0+maxlens));
tempnor=pow(tempnor, LensParameters.w);
templens.xyz*=tempnor * LensParameters.z;
res.xyz+=mask.xyz * templens.xyz;
}
If I add a multiplier in it : res.xyz*=factor;
It works, the multiplier has an effect, even separated for days, ngihts, interiors. All's ok.
Then, if I add Timer related vars :
float time=Timer.x* value;
time=frac(time) * 2.0 - 1.0;
time=abs(time);
res.xyz*=factor + time;
The added var has NO effect, whatever value is.
Also, could you explain why alpha channel is disabled in Lens postpass and why it has to remain this way ?... Sorry for bothering.
I can sample parts of textures via offsets, but it makes it hard to work with uniform float scales for simple dynamic size variations...
I can add displacements with Vpos, but slight, since the texture's borders become visible at some point.
Noob questions off.
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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Re: TES Skyrim 0.229
old
New
I like the old shore line,Hope it will not delete
New
I like the old shore line,Hope it will not delete
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Re: TES Skyrim 0.229
New version looks less transparent and more realistic, less noise
Pure Waters mod
Pure Waters mod
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Re: TES Skyrim 0.229
taleden
Technically sky lighting fix is impossible by existing algorithm, i need to make special manager of objects in 3d space to draw those which are missing (holes do that brighter areas), it's the thing i don't want to do now, because with helper plugin can make much better things.
Oyama
Timer.x value changing very slow, several hours till it reach 1.
Alpha channel disabled, because enblens.fx drawed before enbeffect.fx, any data in alpha from enbeffectprepass.fx or from my internal code must be unchanged (by default depth in latest versions, as remember).
cuteqq
For me new looks on the contrary better. May be it's something from water mods depending? I'm on vanilla game now.
Technically sky lighting fix is impossible by existing algorithm, i need to make special manager of objects in 3d space to draw those which are missing (holes do that brighter areas), it's the thing i don't want to do now, because with helper plugin can make much better things.
Oyama
Timer.x value changing very slow, several hours till it reach 1.
Alpha channel disabled, because enblens.fx drawed before enbeffect.fx, any data in alpha from enbeffectprepass.fx or from my internal code must be unchanged (by default depth in latest versions, as remember).
cuteqq
For me new looks on the contrary better. May be it's something from water mods depending? I'm on vanilla game now.
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Re: TES Skyrim 0.229
The water looks very great most of the time.
But in Dungeons I found a strange effect. With EnableWater=true the water distortion are missing. The water looks dark and I can only see the ssao effect and the reflection of lights. When I'm walking into/through the water it becomes super transparant in the space of a square with clear edges. Only in this square the distortion and all the other water effects comes back. A few seconds after leaving the water, the surface return to the dark "effectless" appearance.
without ENB
with ENB EnableWater=true
You can see the missing distortion in the right corner
the square effect, with ENB EnableWater=true
you can see the effect a few seconds and the square follow you
But in Dungeons I found a strange effect. With EnableWater=true the water distortion are missing. The water looks dark and I can only see the ssao effect and the reflection of lights. When I'm walking into/through the water it becomes super transparant in the space of a square with clear edges. Only in this square the distortion and all the other water effects comes back. A few seconds after leaving the water, the surface return to the dark "effectless" appearance.
without ENB
with ENB EnableWater=true
You can see the missing distortion in the right corner
the square effect, with ENB EnableWater=true
you can see the effect a few seconds and the square follow you
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Re: TES Skyrim 0.229
WillhelmKranz
I have no idea where to find this location, perhaps it have water shader which i modified, but not tested.
cuteqq
Found two places, one where old shore line fix work, another where new, so it's from water dependent. I'll try to make the same in different code part.
I have no idea where to find this location, perhaps it have water shader which i modified, but not tested.
cuteqq
Found two places, one where old shore line fix work, another where new, so it's from water dependent. I'll try to make the same in different code part.
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Re: TES Skyrim 0.229
Boris
Got it about the Alpha.
Got it also about the Timer part, I'll change to a "brute force" code with amplitudes and frequencies to amplify the effect.
Got it about the Alpha.
Got it also about the Timer part, I'll change to a "brute force" code with amplitudes and frequencies to amplify the effect.
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Re: TES Skyrim 0.229
Boris
thanks
There is a problem,Older versions of the water highlights more.vanilla game now.
I'm sorry but i'm not good at English
Old
http://image15-c.poco.cn/mypoco/myphoto ... 25_001.jpg
New
http://image15-c.poco.cn/mypoco/myphoto ... 25_000.jpg
thanks
There is a problem,Older versions of the water highlights more.vanilla game now.
I'm sorry but i'm not good at English
Old
http://image15-c.poco.cn/mypoco/myphoto ... 25_001.jpg
New
http://image15-c.poco.cn/mypoco/myphoto ... 25_000.jpg
Last edited by cuteqq on 15 Oct 2013, 14:11, edited 2 times in total.