TES Skyrim 0.220

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*sensei*
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Re: TES Skyrim 0.220

Prbly known already :>
This value inside skyrim.ini under [Display] causes the transparent hands cause of SSAO when having 1st person view.
Slightly increasing it will make hands less transparent, to much will cause clipping thou :>
Maybe helpful for those using 1st person view a lot ^^
fNear1stPersonDistance=5.0000
3rd person view value:
fNearDistance=15.0000
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Re: TES Skyrim 0.220

Sigurd44 wrote: [EFFECT]
EnableSubSurfaceScattering=true

[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

UPDATE: Elves and Orcs look actually ok. I realize a more or less slight seam sometimes for a few elves in certain lighting (it's the light condition where usually this annoying palegrey-glossy look comes into play). I know there are some NPCs in Skyrim that have a bugged tint mask up from default (Ysolda and Hern come to my mind), maybe this causes the issue. Otherwise no issues at all.
Well now, here's a thing. With the default SSS ini settings (as distributed by Boris), I noticed that from a distance Irileth looked properly grey (where distance means looking from the top of the stairs across the firepit in Dragonsreach towards the throne), but as I moved closer the greyness leached away and she became gradually more and more red until her colour looked like a slightly sunburned normal human. I then tried your settings above and discovered that (a) most people looked much better that way and (b) Irileth remained mostly grey as you approached her. The grey became slightly redder as you got quite close, but still mostly grey.

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Re: TES Skyrim 0.220

Boris, may I make a request? Would it be possible to have a setting that allows the ENBSeries version number (and perhaps other useful diagnostic information of your choice) to be permanently on the screen, either at the top left like how it is when you start up, or maybe centred a third of the way up the screen. I'd find this useful when taking screenshots so that information about the version could be burned into the screenshot itself.

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.220

same SSS settings...

219

Image

220

Image


Closeup (220)

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Re: TES Skyrim 0.220

Yersinia79
If you set near distance for first person the same as for third person, bug almost dissapear (and it will be fixed completely, if far distance also available and will set set the same). Also third person distance there can be inreased to reduce flickering on distant rocks.

Winterlove
I wrote already that elf in dragonreach have red color of skin when saturated. Simply get diffuse texture and increase color saturation of it, it will be red with violet eye shadows and lips.
Information about version not important feature for my opinion and rarely useful, i don't want to spent time for it.


Come on folks, report bugs with sss or in general.
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Re: TES Skyrim 0.220

I'm using the "vanilla" settings of SSS (with 4 different presets) and it works fine, no seams or graphic bugs on males from what I saw.
That's good for me.
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Re: TES Skyrim 0.220

ENBSeries wrote: I wrote already that elf in dragonreach have red color of skin when saturated. Simply get diffuse texture and increase color saturation of it, it will be red with violet eye shadows and lips.
So you had, I'd missed that. Apologies. Well, since I can get SSS in 0.220 working acceptably, I'll try playing with with it more to see if I can spot stuff that appear broken.

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Re: TES Skyrim 0.220

SSS in 0.220 is working the way i want after i sorted out textures. Need to play more to find odd problems. Getting less time these days....
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Re: TES Skyrim 0.220

Btw, i tried to increase specular amount and decrease specular power or increase ibl reflective for skin only, looks much more real, but all bodies i tried have horrible artifacts of specular amount map (dxt compression without preparing of texture properly) and difference between neck and body is huge also. Good thing is reflection on lips. Eyeballs don't have sss, they are drawing in strange order and i had a lot of issues with them in the past, so may be will try to apply vanilla ssao for them separately or to make different ssao math for them (they are not like skin, rather milk sss). Hair lighting is hard to achieve, because of multiple hair types as rendered objects, i can corrupt something different (and of course nobody will do special models changes for enbseries).

Parameters of sss now work like following:
Amount - amount of sss in general.
EpidermalAmount - it's how much light upper layer use, real life examples hard to enumerate, nothing came to mind except skin itself, because it have brighter semitransparent layer of skin and it differ from bloody meat under it. Defintely wax, milk and similar simple things don't need this variable to be used (but how to do this in skyrim without making special enb only code and changes in models accordingly?).
SubdermalAmount - this is kind of transclusency of material to the light, including back side lighting (i didn't separation to back lighting, it linked to this variable, because back lighting control only reduce realistic look of skin). The main idea to use this to simulate light passed through the bloody flesh, but it also proper for wax. I don't use distance based coloration now, but when will do, this parameter may require to have different value.
EpidermalDiffuseSaturation, SubdermalDiffuseSaturation - these both work the same, they get diffuse texture (albedo) of model and apply saturation to it. Normal skin color turn to red, that's the base idea behind this. Recommended to use SubdermalDiffuseSaturation only as it fit better to skin lighting.
EpidermalMix - this is NOT amount of epidermal sss lighting, it's how it's blended with vanilla skin and subdermal. Important, epidermal applied after subdermal lighting, so bigger values covers subdermal lighting (so bigger SubdermalAmount or SubdermalMix can be set).
SubdermalMix - this is NOT amount of subdermal sss lighting and it not work like EpidermalMix. If value is low, then light is almost completely go through and lit only back sides. When it's bigger, then more light return on to surface. Bigger values give less realistic look of skin (except balls), so better keep realtively low with higher SubdermalAmount as compensation.
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Re: TES Skyrim 0.220

Winterlove wrote:
Sigurd44 wrote: [EFFECT]
EnableSubSurfaceScattering=true

[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

UPDATE: Elves and Orcs look actually ok. I realize a more or less slight seam sometimes for a few elves in certain lighting (it's the light condition where usually this annoying palegrey-glossy look comes into play). I know there are some NPCs in Skyrim that have a bugged tint mask up from default (Ysolda and Hern come to my mind), maybe this causes the issue. Otherwise no issues at all.
Well now, here's a thing. With the default SSS ini settings (as distributed by Boris), I noticed that from a distance Irileth looked properly grey (where distance means looking from the top of the stairs across the firepit in Dragonsreach towards the throne), but as I moved closer the greyness leached away and she became gradually more and more red until her colour looked like a slightly sunburned normal human. I then tried your settings above and discovered that (a) most people looked much better that way and (b) Irileth remained mostly grey as you approached her. The grey became slightly redder as you got quite close, but still mostly grey.
Disadvantage of my settings is, that it is a pretty heavy decrease of the overall SSS effect, the effect is only very subtle then, but a subtle effect is 10 times better as ugly neck or beard seams.

This settings aren't it all btw, I guess they work only in combination with other settings in the enbseries.ini (saturation etc.) and of course your personal used body textures play a role too. Seems as if everybody needs to find his own working preset, time for tweaking :-)
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