Phinix
Disabling dither parameter in current version almost do not make performance difference. Anyway, i moved dithering to enblocal.ini and made parameters to toggle pre and post pass dithering with amounts of them tweakable.
I told many times, shadows cant be controlled, that is what ambient made for, opaque shadows is meanless thing. And i'm very much doubt that will touch shadows in SSE.
TES Skyrim SE 0.334
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
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.334
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.334
Version updated, download again
Added edge antialiasing and two dithering types to enblocal.ini, removed dithering parameter from enbseries.ini. Also tried to disable enter key when bring up editor, so it do not accidently modify something.
Added edge antialiasing and two dithering types to enblocal.ini, removed dithering parameter from enbseries.ini. Also tried to disable enter key when bring up editor, so it do not accidently modify something.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *sensei*
- Posts: 286
- Joined: 20 Sep 2012, 00:20
- Location: the perfect system
Re: TES Skyrim SE 0.334
Ah, cool. I missed some of the earlier version forum threads so I probably just didn't see the comments about shadows, but I'll try some more with ambient light settings.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.334
It is not good idea, it is highly ugly idea. You should think first how characters will look like with shadow not fully occlude light from above. Shadows not just make things darker, they remove annoying bugs of lights.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 983
- Joined: 09 Dec 2012, 00:29
Re: TES Skyrim SE 0.334
Thank you Boris for the update
Phinix -- For the brighter shadows you can also increase the amount of IBL effect, especially "MultiplicativeAmount" and turn off the cloud shadows effect.
Phinix -- For the brighter shadows you can also increase the amount of IBL effect, especially "MultiplicativeAmount" and turn off the cloud shadows effect.
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
-
Offline
- Posts: 74
- Joined: 05 May 2017, 17:31
Re: TES Skyrim SE 0.334
Phinix
Especially if using a weather mod like Rustic, Mythical or Obsidian you'll probably want to stay away from high Ambient values, or during daylight there'll be a strong orange glow below everything on clear weathers (unless your preset is very desaturated). I think Rudy's suggestion along with some Adaptation tweaking will look more natural.
Especially if using a weather mod like Rustic, Mythical or Obsidian you'll probably want to stay away from high Ambient values, or during daylight there'll be a strong orange glow below everything on clear weathers (unless your preset is very desaturated). I think Rudy's suggestion along with some Adaptation tweaking will look more natural.
-
Offline
- *sensei*
- Posts: 286
- Joined: 20 Sep 2012, 00:20
- Location: the perfect system
Re: TES Skyrim SE 0.334
Thanks for all the suggestions!
I found that the weather mod you are using controls a lot of this as well. There are a ton of lighting and other effects in the CK tied to individual weathers. I was able to achieve the results I was looking for with some very subtle tweaks to ambient light and a few other things. Testing it with Obsidian (had been using CoT exclusively before) and I am happy that the effect works well in both mods.
Some of the Obsidian weathers are really spectacular. I started a new character just to play through a new look.
EDIT: I did play with the image based lighting settings and it looks really good. One thing I noticed though is it very strongly inherits lighting values from the current weather image space and this must be counteracted in order to maintain target color balance, making it somewhat mod-dependent. It needs more testing but for me it was adding a strong blue haze to the brightened image, mainly increasing multiplicative with a tiny bit of additive.
I will probably incorporate it in the future if it turns out the same color shift occurs in all the big weathers (CoT, Obsidian, etc.), and is just a function of the color mapping filters. Then it would be less risky to make color balance adjustments to counter-act the effect.
I found that the weather mod you are using controls a lot of this as well. There are a ton of lighting and other effects in the CK tied to individual weathers. I was able to achieve the results I was looking for with some very subtle tweaks to ambient light and a few other things. Testing it with Obsidian (had been using CoT exclusively before) and I am happy that the effect works well in both mods.
Some of the Obsidian weathers are really spectacular. I started a new character just to play through a new look.
EDIT: I did play with the image based lighting settings and it looks really good. One thing I noticed though is it very strongly inherits lighting values from the current weather image space and this must be counteracted in order to maintain target color balance, making it somewhat mod-dependent. It needs more testing but for me it was adding a strong blue haze to the brightened image, mainly increasing multiplicative with a tiny bit of additive.
I will probably incorporate it in the future if it turns out the same color shift occurs in all the big weathers (CoT, Obsidian, etc.), and is just a function of the color mapping filters. Then it would be less risky to make color balance adjustments to counter-act the effect.
Last edited by Phinix on 23 Apr 2018, 06:17, edited 1 time in total.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.334
Ehh, i forgot about format of texture which using in dithering, so the code which i've done recently and released in update is not much effective. I'll make another update a bit later.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 74
- Joined: 15 Nov 2015, 01:39
Re: TES Skyrim SE 0.334
Can you add option to choose the dithering strength?ENBSeries wrote:Ehh, i forgot about format of texture which using in dithering, so the code which i've done recently and released in update is not much effective. I'll make another update a bit later.
-
Offline
- Posts: 21
- Joined: 06 Jan 2018, 16:26
Re: TES Skyrim SE 0.334
Is there any way to circumvent the seam at the horizon?
https://imgur.com/a/iU74gxh
Sky colour values are all reverted to default, but it's still very noticable.
Screenshots were taken with Rudy ENB and Rustic Weathers at the Throat of the World.
Thanks for all the updates lately!
https://imgur.com/a/iU74gxh
Sky colour values are all reverted to default, but it's still very noticable.
Screenshots were taken with Rudy ENB and Rustic Weathers at the Throat of the World.
Thanks for all the updates lately!