TES Skyrim 0.407
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.407
Already tried that long time ago. Moon is not procedural object and have texture based color instead of constant as sun. Generating blurred texture from moon is costly, because size of if should be big enough to have glow look good. Glow itself is ugly after such blurring, losing all the intensity (cause area of the moon is mixed with black pixels around), so to see it need to raise brightness and then close to moon areas of glow will be much brighter than moon itself and look ugly, so need to increase brightness of moon itself. When increase brightness of moon, then need to have good tweaked tonemapping operator (which is rare) and bloom starts to work to make glow, so fake glow become useless then. Another way is to not use valid blurring code, but read center of moon texture to get it's color and use falloff shape to have glow look intense enough even if far from moon and without need to increase it's brightness. But this trick do not work with all moons cause texture is not just flat color, there are dark areas and the glow looks weird on them, too much intense, so have to be reduced much, so again usual bloom works the same and not need to waste performance.
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Re: TES Skyrim 0.407
Boris,
I did as you said and re-saved all my enb ini files etc and it cleaned them up and worked a treat and you were right about the weather author copy pasting the enbseries,ini file then using that for weathers, hence all the superfluous stuff.
Re Skyrim LE ENB would it ever be possible to make Volumetric rays in Classic like the ones in SSE? I'd love to have these shafts of light in misty/hazy weathers etc and I've tried adjusting existing density for classic Volumetric Rays and ENB sunrays but they don't seem to work like the SSE ones.
https://www.youtube.com/watch?v=89PBv93jLgs
https://www.youtube.com/watch?v=OtxsuljycDQ
I did as you said and re-saved all my enb ini files etc and it cleaned them up and worked a treat and you were right about the weather author copy pasting the enbseries,ini file then using that for weathers, hence all the superfluous stuff.
Re Skyrim LE ENB would it ever be possible to make Volumetric rays in Classic like the ones in SSE? I'd love to have these shafts of light in misty/hazy weathers etc and I've tried adjusting existing density for classic Volumetric Rays and ENB sunrays but they don't seem to work like the SSE ones.
https://www.youtube.com/watch?v=89PBv93jLgs
https://www.youtube.com/watch?v=OtxsuljycDQ
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Re: TES Skyrim 0.407
They are already there, but for underwater. You can use tfc to fool the game by entering underwater and leave it to sides when water of different levels close by, then everything will have underwater shader and that rays too. I hate this effect, it is shadows based in both games, but shadows do not use same direction as sun have, so both sun rays can't be mixed visually. Also performance is awful cause im computing with much higher quality and distance than se do. At first people said here that se have such pretty rays, then they started to tell se rays sucks and they disable it. So i doubt this feature as any good.
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Re: TES Skyrim 0.407
Boris,
How unlikely it would be that if I asked you whether you could do physically based rendering for either Skyrim, I don't care which one, you would actually do physically based rendering for either Skyrim?
Because, well, Skyrim does look a bit old nowadays, sadly even with ENB.
How unlikely it would be that if I asked you whether you could do physically based rendering for either Skyrim, I don't care which one, you would actually do physically based rendering for either Skyrim?
Because, well, Skyrim does look a bit old nowadays, sadly even with ENB.
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Re: TES Skyrim 0.407
In short, it's impossible. Nobody gonna rewrite all shaders and nobody gonna make whole new set of textures for everything. And i recommend to drop thinking of such popular things cause they are not much better than just marketing, many years ago designers did realistic renderers in software without even knowing what pbr is, but now every game developer think it's cool and need to invest x3 time to make textures for that (with very bad idea how they should looks like), tweak materials and still look not realistic. The realism power pbr have is not used cause of limitation of real human, so it's just wasting of time.
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Re: TES Skyrim 0.407
i already reversed 99% of skyrim SE's lighting shader (about ~7000 of the total shaders) and i still dont think implementing pbr would be worth it
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Re: TES Skyrim 0.407
I'm sorry if this may sound dumb but I can't find where to download. Can someone please help me?
Nevermind. Found it. Thanks.
Nevermind. Found it. Thanks.
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Re: TES Skyrim 0.407
Is anyone else getting weird glowing effects with Candlelight when EnableComplexParticleLights is on? Everything else seems to be fine, only this spell is behaving strangely.
https://imgur.com/a/HwDur4s
https://imgur.com/a/HwDur4s
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Re: TES Skyrim 0.407
Try reducing the intensity parameters under [COMPLEXPARTICLELIGHTS].
Any other objects sharing the same issue?
Any other objects sharing the same issue?
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Re: TES Skyrim 0.407
Firehawk
That spell have a lot of sprites which summary consume huge performance and increase brightness. Somebody here tweaked it to make lower number of particles, but dont remember who. There are other factors, too intense bloom and not high enough compression of tonemap, maybe adaptation not too.
That spell have a lot of sprites which summary consume huge performance and increase brightness. Somebody here tweaked it to make lower number of particles, but dont remember who. There are other factors, too intense bloom and not high enough compression of tonemap, maybe adaptation not too.
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