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
TES Skyrim 0.220
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
- *sensei*
- Posts: 432
- Joined: 03 Mar 2013, 18:42
- Location: Norway
Re: TES Skyrim 0.220
_________________
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit
Intel i7-5960X @4.6GHz EK Water Cooling^^/EVGA X99 Classified/2x Asus 980ti 6GB SLI
Samsung U28D590D @2160p/16GB G.Skill (DDR4)/Win10 Pro 64bit
-
Offline
- Posts: 35
- Joined: 12 Jun 2013, 06:49
Re: TES Skyrim 0.220
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.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.
-
Offline
- Posts: 35
- Joined: 12 Jun 2013, 06:49
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.
-
Offline
- *blah-blah-blah maniac*
- Posts: 660
- Joined: 02 Jan 2012, 21:07
- Location: Spain
Re: TES Skyrim 0.220
same SSS settings...
219
220
Closeup (220)
219
220
Closeup (220)
_________________
•••••••Youtube Channel•••••Skyrim Screenshots•••••Skyrim Mods•••••••
7700K + GTX 1080
•••••••Youtube Channel•••••Skyrim Screenshots•••••Skyrim Mods•••••••
7700K + GTX 1080
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
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.
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.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 58
- Joined: 19 Feb 2013, 10:11
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.
That's good for me.
_________________
PC INFOS:
Win 7 64-bit // Gigabyte nVidia GeForce GTX 770 OC GV-N770OC-4GD Core 1137 1189MHz // CPU Intel Core i5-3550 3,3GHz // G.Skill Ripjaws 8GBXL 1333MHz
PC INFOS:
Win 7 64-bit // Gigabyte nVidia GeForce GTX 770 OC GV-N770OC-4GD Core 1137 1189MHz // CPU Intel Core i5-3550 3,3GHz // G.Skill Ripjaws 8GBXL 1333MHz
-
Offline
- Posts: 35
- Joined: 12 Jun 2013, 06:49
Re: TES Skyrim 0.220
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.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.
-
Offline
- *sensei*
- Posts: 312
- Joined: 18 Jul 2012, 09:46
- Location: Bangladesh
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....
_________________
CPU :: Core i7 2600k @3.40GHz
GPU :: Sapphire Radeon HD 7870 GHz edition 2GB
Ram :: 8GB
Sound :: Creative X-Fi Titanium
OS :: Win 7 Ultimate 64-bit
CPU :: Core i7 2600k @3.40GHz
GPU :: Sapphire Radeon HD 7870 GHz edition 2GB
Ram :: 8GB
Sound :: Creative X-Fi Titanium
OS :: Win 7 Ultimate 64-bit
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
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.
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.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 46
- Joined: 02 Sep 2013, 19:30
- Location: Germany
Re: TES Skyrim 0.220
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.Winterlove wrote: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.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.
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