TES Skyrim 0.419
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.419
No, render targets are 16 bit per color channel as float format and their minimal value is very small to have that bug visible on practice.
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Re: TES Skyrim 0.419
"Variation of plugins" makes no sense. The plugins generated by the DynDOLOD patcher work the same since the beginning. Scripts are not plugins. Everything in DynDOLOD Resources has always been loose files. Instead of posting here or other random forums you should be posting at the official support forum in order to resolve your confusion or have actual issues fixed.Astra2000 wrote:@ Sheson: I would never say or think this about you! You are one of the greatest heroes for me in the mod community - really! But excuse me, if I have told here an issue with your great DynDOLOD I have with your new variation of plugins, which must not be your fail - am sorry!
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Re: TES Skyrim 0.419
sheson
Thank you for everything you've done for the Skyrim community.
We are all in debt!
Thank you for everything you've done for the Skyrim community.
We are all in debt!
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Re: TES Skyrim 0.419
sheson
Btw, cause i apply sss to only shaders which do have subsurface scattering sampler, bug report with DynDOLOD trees means they have sss. Is there some purpose for this? Seems the only way to "fix" i can do is to fade much sss effect by distance.
Btw, cause i apply sss to only shaders which do have subsurface scattering sampler, bug report with DynDOLOD trees means they have sss. Is there some purpose for this? Seems the only way to "fix" i can do is to fade much sss effect by distance.
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Re: TES Skyrim 0.419
@ Sheson:
You are right and thank you!
You are right and thank you!
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Re: TES Skyrim 0.419
Boris
Is it possible to have Interior and Exterior separated samplingranges for SSAO / IL ?
Is it possible to have Interior and Exterior separated samplingranges for SSAO / IL ?
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Re: TES Skyrim 0.419
Yes, but i will not touch this effect any more, it must be replaced by another.
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Re: TES Skyrim 0.419
Okay. Asked it because range 3.0 looked fine in interiors, but was buggy for exteriors.ENBSeries wrote:Yes, but i will not touch this effect any more, it must be replaced by another.
Well, if you do BETTER than the actual one, it will be something ! No doubt you'll do, why changing if not for better, right ?
However, if it takes time developing the new one, I wouldn't mind separated ranges if it's few work for you (I can't realize, I don't know your code from the inside).
Thank you VERY MUCH for GUI scaaling BTW, it helps users a lot !
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Re: TES Skyrim 0.419
Boris,
If they are 16-bit then why does it get completely black (that is the dark parts are still black after reversing that in enbeffect, I forgot to mention that before); if it is 16-bit then it should look the same (well, if we ignore the lighting and all that).
Why does it look exactly the same as when I've done exactly the same thing in gimp but on an 8-bit image and not the way it does on a 16-bit one?
I'm also fairly certain I'm not imagining it.
If they are 16-bit then why does it get completely black (that is the dark parts are still black after reversing that in enbeffect, I forgot to mention that before); if it is 16-bit then it should look the same (well, if we ignore the lighting and all that).
Why does it look exactly the same as when I've done exactly the same thing in gimp but on an 8-bit image and not the way it does on a 16-bit one?
I'm also fairly certain I'm not imagining it.
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Re: TES Skyrim 0.419
I dont know what reverse do you mean. If trying to change screenshot in image editor, then of course it can't work cause image is 8 bit per color channel. But if you put pow operation to enbeffect.fx right after hdr input color texture is read and make value reversed to colorpow (f.e. color=pow(color, 1.0/ColorPow))) then it will be the same. Or [colorcorrection] gamma parameter also do same thing.
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