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Re: TES Skyrim 0.246

Posted: 20 Jan 2014, 23:25
by prod80
Boris;
I have a question, related to the sun and its settings that has been bothering me for a while...

I use a full ToD enabled ENB, which uses proper ToD values based on settings in CK (no mismatch there) but... for instance when I set all my suns settings equal without anything strange, just to simplify it, the sun intensity varies. It looks like the settings of the sun between ToD transitions (sunrise -> day for instance) add to each other instead to transition into eachother... so instead of going from intensity 1.0 sunrise to 1.0 day it transitions like 1.0 -> 2.0 -> 1.0

example;
When I set everything equal the sun starts of small, gets bigger when rising on horizon, and then gets small again during daytime... but all settings are equal, so size shouldn't change at all. I checked if this was related to weather settings, but on the weather itself the intensity of the sun is higher in daytime than at sunrise.

So I am curious as to why it is like this...

Re: TES Skyrim 0.246

Posted: 20 Jan 2014, 23:38
by Confidence-Man
Are the values the same for night?

Re: TES Skyrim 0.246

Posted: 20 Jan 2014, 23:42
by ENBSeries
prod80
I'm using strict math which can't produce such issue, it's not addition, but weight based summ. But to make sure 100% i tested again with fractional function to visualize sun if it's colors forced to be constant (no game engine data), everything is correct for all times of the day if their properties are same.

Re: TES Skyrim 0.246

Posted: 20 Jan 2014, 23:59
by prod80
Well that's odd because for me that's not the case... I have this ever since I start using ENB. I do use applygamecolorcorrection without skyrim bloom if that matters.
I'm going to try and figure out where it comes from then, I use full DNI separated files, and those don't have sunrise/sunset, just D/N.

If you say math is right and you cant reproduce then must be something on my end.

Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 00:34
by ENBSeries
Version updated, download again
Changed edge calculation for procedural sun to make it fade more smoothly at huge sun intensity. Reduced artifact of sun glowing through the clouds because of edge lightening.

Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 02:25
by wolfgrimdark
Thank you for the update. I rather like using the procedural sun over textures so far. I still find blurring with a smaller sun is working best - I like having this level of control over it.

Three cloudy shots as I go from .01 blur to high blur and reduce the sun size to .9 from 2.0. Mainly just posting in case people are curious to see how it looks.

No real blur and very large sun:
Image

Same size sun at .63 blur and lower intensity.
Image

Smaller sun with higher blur and intensity:
Image

Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 02:48
by Yasen
(About that white area)
Борис, эта белая область даст "живой" эффект, здорово.
Возможно, стоит понизить ёё яркость/ повысить прозрачность.. Или добавить регуляторы для неё..
(особенно, при закате вылазит боком)

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Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 06:46
by ENBSeries
Yasen
Я не знаю что это, кроме как glow интенсивность выше чем диск. Если да, то ничего делать не буду, солнце слишком примитивно, чтоб еще что-то накручивать, всегда есть шейдер для спрайтов отдельный.

Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 14:23
by Yasen
На втором скрине glow убрано на 0 (там справа это видно). Не помогает, зато rays пропали(
Другой Glow и edge softnes тоже не помогают.

Someone, show your screen in sunset with "proceduralsun".

Re: TES Skyrim 0.246

Posted: 21 Jan 2014, 16:22
by ENBSeries
Это неудачная комбинация настроек яркости солнца и SunGlow*** параметров под [ENVIRONTMENT] категорией. Покопаюсь, как ее обойти, но ничего не обещаю, эффекты пересекаются.