TES Skyrim 0.246
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.246
First of all, on crt display i don't see anything and can't increase brightness of gif image, because their second frames are improtant, but photoshop open only first. Second, shadows are not that kind of thing which can be controlled separately, it's all the same for everything. Solution is in other way, somehow ambient light and normals of the grass must be modified and if that grass types which don't have normal maps, then replace their models.
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Re: TES Skyrim 0.246
I had an idea, but it seems like it could be problematic. I thought I'd share it anyway, it may give you some other ideas. I illustrated it with a series of images, the gallery is here:ENBSeries wrote:So what you may suggest, except of ignoring horizon and not try to hide it by haze?
http://imgur.com/a/r2PQK
To word it out, I thought maybe you could:
1) Take non-skybox pixels from above horizon line
2) Stencil it
3) Fill in the pixels below the stencil
4) Take depth buffer again
5) Create a mask based on a threshold value (0-1)
6) Combine the stencil and mask
7) Use it to mask off haze created at just the horizon line
8) Combine this with the other method
You can see some artifacts from the method in the final result, there may be ways to fix that. Like, given the stencil pixels which are closest together, bridge this gap with a solid fill, the closer together, the higher / closer to the horizon line to fill it. OR, take into account haze from other method at these problem areas and somehow use this to blend them better.
This is all assuming that the skybox is not written to the depth buffer.
ENBSeries wrote:First of all, on crt display i don't see anything and can't increase brightness of gif image
He's saying Detailed Shadows + bShadowsOnGrass = pitch black grass. The grass looks normal in shadow without detailed shadows on. You can see the ground is really no darker, so the grass shouldn't become that dark.
Also,
Either open Window -> Timeline, or convert layout to an Animation layout. But for me personally, Photoshop opens each frame into a layer.but photoshop open only first
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- *sensei*
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Re: TES Skyrim 0.246
I understand if shadows on grass can't be separated. No worries, I can work around it. I think you might be right about the normals though. The grass I'm using may be from a really old version of Vurt's mod.
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Re: TES Skyrim 0.246
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Yes, it was wave speed, and you just answered my question Engine-related, right ? Pity.
Negative LOD bias, to my eyes, allows to "dry" the image when used with small amounts (not for the noisy shimmering texture thing), dampening specularity and tightening outlines.
Kind of applying sort of "pre-noise", which looks interesting. Of course, I can apply pre-sharpening and noise in prepass, (I do already) but doesn't look the same, and it's not really "noise" I'm talking about.
Forget it, it's only to my eyes
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Yes, it was wave speed, and you just answered my question Engine-related, right ? Pity.
Negative LOD bias, to my eyes, allows to "dry" the image when used with small amounts (not for the noisy shimmering texture thing), dampening specularity and tightening outlines.
Kind of applying sort of "pre-noise", which looks interesting. Of course, I can apply pre-sharpening and noise in prepass, (I do already) but doesn't look the same, and it's not really "noise" I'm talking about.
Forget it, it's only to my eyes
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Re: TES Skyrim 0.246
Hey guys, I just thought I would drop in to let you know that the sky dome can be edited in nifskope, maybe this would help you? (you can move it up or down to reposition the horizon. Also, I'm pretty sure the different 'zones' of the sky (upper, lower, horizon) are controlled by the vertex colors of the skydome. This means that we could completely remove the horizon and replace it with the sky lower color. I'm not sure how useful this is to you guys but I thought I would let you know
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Re: TES Skyrim 0.246
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Re: TES Skyrim 0.246
Also I'm working on real clouds again, Currently the clouds have IsFullLod checked in the CK, this causes them to be visible at greater distances. However there is still a cap at which they can be rendered. I was just wondering if you guys know of any .ini entries that I could change to extend this distance?
P.S. I did extend this distance once, but I'm not sure how. I think it happened when i removed the animation from the clouds.
P.S. I did extend this distance once, but I'm not sure how. I think it happened when i removed the animation from the clouds.
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Re: TES Skyrim 0.246
Arrr, stupid me, i forgot about printscreen key to capture animated frame for editing.
Anyway, don't see the issue with grass in the night and detailed shadows enabled (bShadowsOnGrass is on always), so this probably because of grass mods. In very old versions this problem probably exist, but i did fixes of certain vanilla grass types which don't have proper ambient. Or may be bug occur with specific combinations of lighting properties?
Oyama
I can increase speed of waves only by replacing it completely with my own, this isn't great idea for modders.
Soolie
I prefer to not depends from other mods, also sky dome modification may broke some effects, f.e. volumetric rays may not fit to clouds.
jonwd7
Your method (if i understood it right) is similar to mixing sky with objects by depth transparency and applying haze to the sky, so both have the same issue - mountains have near the same depth as terrain below or water, so they will be affected, which looks ugly, right?
Did some experimenting and seems the optimal at this moment is square distance fade factor which interpolate between far and near haze factors. Far use horizon line as base for vertical haze. Near is below horizon line and use extra parameters for vertical density and height. It's a pit actually with different density of the haze, but even when flying with tfc at max speed, no visibility of the pit at all. I'll try to test in different locations is this work more or less good and if this math affect performance too much when will do volumetric haze and clouds.
Anyway, don't see the issue with grass in the night and detailed shadows enabled (bShadowsOnGrass is on always), so this probably because of grass mods. In very old versions this problem probably exist, but i did fixes of certain vanilla grass types which don't have proper ambient. Or may be bug occur with specific combinations of lighting properties?
Oyama
I can increase speed of waves only by replacing it completely with my own, this isn't great idea for modders.
Soolie
I prefer to not depends from other mods, also sky dome modification may broke some effects, f.e. volumetric rays may not fit to clouds.
jonwd7
Your method (if i understood it right) is similar to mixing sky with objects by depth transparency and applying haze to the sky, so both have the same issue - mountains have near the same depth as terrain below or water, so they will be affected, which looks ugly, right?
Did some experimenting and seems the optimal at this moment is square distance fade factor which interpolate between far and near haze factors. Far use horizon line as base for vertical haze. Near is below horizon line and use extra parameters for vertical density and height. It's a pit actually with different density of the haze, but even when flying with tfc at max speed, no visibility of the pit at all. I'll try to test in different locations is this work more or less good and if this math affect performance too much when will do volumetric haze and clouds.
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Re: TES Skyrim 0.246
Soolie;
There should be as far as I can remember a couple of "CloudXXXXDistance" commands in the Skyrimprefs.ini, I can't remember the real names for them but it might be worth checking out.
There should be as far as I can remember a couple of "CloudXXXXDistance" commands in the Skyrimprefs.ini, I can't remember the real names for them but it might be worth checking out.
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Re: TES Skyrim 0.246
Here the shot how it looks like, but only when height is huge. Unfortunately the issue with holes between water and sky still not fixed if i reduce haze. Damn, i don't know what to do with it, without haze holes much less visible. May be to drop entire idea with the generic haze?
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