TES Skyrim SE 0.481

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Re: TES Skyrim SE 0.481

ENBSeries wrote: 23 Nov 2022, 18:05
And that will be the reason why the other players won't be able to use parallax shadows indoor ?
I didn't say that. Shadow from directional light only turned off for interiors, but from point lights are all there. Directional light for interiors is buggy in the vanilla game anyway, you didn't check probably. It is usually white color and from bottom to the top direction or from one side to another. It don't have shadow also. Which way you believe making shadows for parallax textures of it will give some quality boost, if such light should be just set to zero in the [environment] category cause it is just a bug remained by bethesda? I will not do any toggles, why people have to waste performance to compute shadow from one extra light which is wrong itself?
It would also make possible to counteract the flickering lights problem by replacing shadow casting lights with regular lights and using the ENB shadows instead.
I see. You trying to argue when don't understand what you talking about. There is no replacement for shadows, they are different.
Oh, sorry, I misunderstood. So, only the parallax shadows from directional light are disabled for interiors and the shadows from sun light (there are a few interiors that use sunlight) and point lights are still enabled in interiors.
I was mislead by the "Added shadows for complex parallax, from sun light and all point lights, even those not casting shadows." and when You mentioned disabling parallax shadows for
interior directional lights, I thought it was a package deal for all the added shadows. This was also the reason I wrote about the flickering lights thing. I thought that if the ENB can add shadows to the lights that are not shadow casting, it's possible to make all point lights to not shadow casting type and ENB would still add shadows to them.
Light flickering happens when there are more than 4 shadow casting lights shining per mesh. So naturally I thought of this sentence: "Added shadows for complex parallax, from sun light and all point lights, even those not casting shadows." and that's how I got the idea.

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Re: TES Skyrim SE 0.481

No. Directional light and sun light are the same thing. Shadows for such light not exist interiors anyway, enabling them makes game have glitches.
Added shadows for complex parallax, from sun light and all point lights
Sun light interiors don't exist and must not exist, but bugthesda left glitchy light there. So what i wrote in quote is correct.
And parallax shadows are local for just parallax texture, they do not involve any other objects except itself.
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Re: TES Skyrim SE 0.481

So, interior point lights have parallax shadows, even those not casting shadows, but only if they have parallax textures ? (That's what I'm reading out of this, or I might be mistaken ?)

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Re: TES Skyrim SE 0.481

No. Shadows not exist in the way you think of them. Parallax shadows are only inside parallax texture, like normal mapping shadows for example. For non parallaxed objects it do not exist. And it is not computed from any other objects. Only own parallax on itself.
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Re: TES Skyrim SE 0.481

Ah, now I get it - the shadows are created on the parallax objects when point light shines on these objects. So the new feature does not affect the lights, but how the objects react to these lights.
(English is not my native language and sometimes it's easy to accidentally interpret descriptive sentences differently.)

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Re: TES Skyrim SE 0.481

ENBSeries wrote: 18 Nov 2022, 01:14 The Elder Scrolls Skyrim SE (SSE)

Added complex parallax effect, it is enabled by default and replaces game one by the two pass parallax occlusion mapping.
Just when people think Skyrim couldn't look any better we get suprised yet again!
Is the complex parallax effect dependent on DirectX11 or could there be a chance to also get complex parallax in Skyrim LE (Oldrim)?
My favourite ENB-Preset is for Skyrim LE and I would love to use complex parallax with it.
Thanks again for this wonderfull addition! :good:

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Re: TES Skyrim SE 0.481

It's not dx11 dependent and can be ported to LE. I just not in a hurry, because LE is barely alive now but it takes lot of time to make parallax patched shaders bugs free.
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