ENBSeries wrote:metalsaber
I'll do an update soon, please check if bug still occurs.
Seems to be still doing it. The location in question is Sven and Hilde's house in Riverwood. Its the 1st house on the right when you enter Riverwood. It only reacts like that in that one direction.
Also not seeing that the EnableFireComplexParticles is doing anything. I'm assuming its supposed to affect fire sources but those still seem to be affected by the EnableComplexParticle option.
You should use spells to see something, most usual fires not affected, because they already have lights attached and not need extra, particle lights work with tourch already to apply to grass. And let me check that bug...
Well, i cant see bug and definetly my bottle look different, it is not transparent with something inside. Maybe order in which game draw sprite swaps with transparent bottle. Just ignore it, there are tons of other bugs like that between transparent objects.
Damn, so my prepass just worked because it utilized an unfinished mask?
The new SSS mask is much better and I could recreate the shader with it. Isn't as clean as my previous version, but everything is working again.
And the fire particle lights look very nice.
Thanks a lot for the update!
Btw: What is the albedo mask exactly? Is it just the diffuse color of the objects with ambient lighting?
Last edited by Kitsune on 08 Dec 2018, 23:30, edited 1 time in total.
Kitsune
Dont worry, i have used that mask same way to avoid most issues from alpha channel, but the times come when need to move futher and i need albedo very much. Albedo in skyrim is diffuse texture color, without anything applied as color operations. So with such texture it's possible to apply lights as dest+=albedo*saturate(dot(lightdir, normal)); or make inverse funtion to restore lighting only to apply ao/il properly as in old skyrim. There are other ways to use it, i just can't list all of them easily.