xirangeix
Can't say about that, middleware code used for GUI, so it's a bit problematic to fix something in there, i prefer graphics.
Anubis
You don't understand how that parameter from old Skyrim works. It do not make any contrast between dark or bright, it just modify ambient color as constant, which is everywhere on screen the same. That curve just make ambient color gray or colorful, that's all.
Im trying to make tessellation displacement for flow rivers, but sadly some water polygons in the game are very huge and tesselation limit make them not look detailed enough.
TES Skyrim SE 0.380
Forum rules
new topics are not allowed in this subsection, only replies.
new topics are not allowed in this subsection, only replies.
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.380
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.380
Ok, sorry. I thought that was handled by AmbientLightingDesaturation and AmbientColorFilter.ENBSeries wrote:Anubis
You don't understand how that parameter from old Skyrim works. It do not make any contrast between dark or bright, it just modify ambient color as constant, which is everywhere on screen the same. That curve just make ambient color gray or colorful, that's all.
AmbientLightingCurve used to work for me like I described, but I checked over just in case and now, with latest version AmbientLight parameters seem not to influence anything in my Oldrim. Weird. Maybe something to do with custom enbeffect.fx file.
Anyway, my point is - could something be made to adjust shadows strength (darker, lighter, transparency) - After Water is done, of course.
-
Offline
- Posts: 52
- Joined: 05 Apr 2018, 16:33
Re: TES Skyrim SE 0.380
Anubis
Just increase AmbientLightingIntensity. If it has no effect, it's because the preset uses Individual Weathers support and you need to change AmbientLightingIntensity in the respective ini of the respective weather.
If you meant black levels, you can try reducing Gamma in Color Correction on left side in ENB GUI.
Just increase AmbientLightingIntensity. If it has no effect, it's because the preset uses Individual Weathers support and you need to change AmbientLightingIntensity in the respective ini of the respective weather.
If you meant black levels, you can try reducing Gamma in Color Correction on left side in ENB GUI.
_________________
Author of: Picturesque, Rustic Weathers, Mythical Ages, Aequinoctium, Customizable Camera, Proper Aiming, etc...
Co-Author of: Obsidian Weathers and Seasons.
Also don't touch ma spaghet.
Author of: Picturesque, Rustic Weathers, Mythical Ages, Aequinoctium, Customizable Camera, Proper Aiming, etc...
Co-Author of: Obsidian Weathers and Seasons.
Also don't touch ma spaghet.
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.380
My problem is, that evrything looks perfect, except dark areas are too dark. Especially in interiors (in dwemer ruins) when every thing is perfect - ambient level, every light source etc. - then some parts (walls and floors that have shadows) are completely black and it makes it very hard to play. increasing AmbientLightingIntensity helps, but also messes up everything else - creates more problems that it solves. (Everything is too bright if increasing AmbientLightingIntensity so that dark part details become visible)Arindel wrote:Anubis
Just increase AmbientLightingIntensity. If it has no effect, it's because the preset uses Individual Weathers support and you need to change AmbientLightingIntensity in the respective ini of the respective weather.
If you meant black levels, you can try reducing Gamma in Color Correction on left side in ENB GUI.
Under ColorCorrection there are Brightness (set to 2) and GammaCurve (set to 1) Changing these values I can only increase my problem - (cannot set GammaCurve under 1). I can make everything too bright or shadows too dark - it looks awsome in bright interiors but is totally unplayable in dark interiors. Compare Dragonsreach in daytime and Blackreach (daytime). If I adjust everything so that I can see what I am doing in Blackreach (dark areas brightness like vanilla) then Dragonsreach in daytime is blindingly bright. And if adjusting Dragonsreach daytime lighting to realistic levels, then Blackreach is like walking around with a garbage bag over my head. (can only be navigated by using light sources as reference points.)
Last edited by Anubis on 18 May 2019, 00:02, edited 2 times in total.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.380
This is not possible, shadows do remove light and only ambient light stays there. You asking things which do not exist in graphics and can't look right ever. Use ambient or tweak post processing to reduce constrast between dark and bright areas.could something be made to adjust shadows strength (darker, lighter, transparency)
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.380
Ok, thanks. I'll try.ENBSeries wrote:This is not possible, shadows do remove light and only ambient light stays there. You asking things which do not exist in graphics and can't look right ever. Use ambient or tweak post processing to reduce constrast between dark and bright areas.could something be made to adjust shadows strength (darker, lighter, transparency)
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.380
Well, after trying every way I could, I came to conlusion - it is impossible to have satisfying lighting conditions in every interior at the same time. I get some interiors right, then anothers are completely crap. And vice-versa. It is interesting though, that vanilla lighting has everything at the same level somehow - but vanilla lighting itself is so much worse overall that it is out of the question. (I tried to use OriginalPostProcessing, but this option cuts off many effects)
It seems I'm out of luck here.
It seems I'm out of luck here.
-
Offline
- Posts: 51
- Joined: 24 Jul 2013, 16:03
Re: TES Skyrim SE 0.380
Would replacing water meshes with more subdivided meshes (higher poly) help in tessellation?
_________________
Intel i5 4590 / Sapphire R9 290 Tri-X / 8GB RAM / 2 TB HDD / Windows 7 x64
Intel i5 4590 / Sapphire R9 290 Tri-X / 8GB RAM / 2 TB HDD / Windows 7 x64
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.380
cruelflames
Not really, cause i can just keep parallax occlusion for some places, but now i stuck with another issue about displacement and trying to search solution.
Not really, cause i can just keep parallax occlusion for some places, but now i stuck with another issue about displacement and trying to search solution.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.380
Okay, fixed tesselation and displacement issue, except big polygons problem. Soon hope to finish displacement for flow mapped rivers.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7