TES Skyrim SE 0.396
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
- *sensei*
- Posts: 286
- Joined: 20 Sep 2012, 00:20
- Location: the perfect system
Re: TES Skyrim SE 0.396
This may be working as intended or necessary, but I wanted to report that to see the new underwater effects, you need to have bDoDepthOfField=1 under the [Imagespace] section in your SkyrimPrefs.ini. Having bDoDepthOfField=0 makes underwater completely transparent and the caustics and other new shaders do not render at all.
The fDynamicDOFBlurMultiplier setting under the [Display] section appears to have no affect on the underwater shader, even when set to 0.
EDIT: Also, underwater effects look pretty cool and are a nice subtle improvement on the game's default underwater blur DoF, thanks for adding it!
The fDynamicDOFBlurMultiplier setting under the [Display] section appears to have no affect on the underwater shader, even when set to 0.
EDIT: Also, underwater effects look pretty cool and are a nice subtle improvement on the game's default underwater blur DoF, thanks for adding it!
-
Offline
- *blah-blah-blah maniac*
- Posts: 17552
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.396
That "dof" is used in many places in the game, they try to cover several effects just by it. I can try to apply when it's not enabled, but not sure, in old skyrim long time ago failed.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 17552
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.396
Yeah, checked that again, with bDoDepthOfField=0 game simply not draw underwater at all, so i am not able to apply it cause no data available.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 17552
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.396
Maybe it will be easier if i make parameter to turn off game dof.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 17552
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.396
Version updated, download again
Added DisableGameDOF parameter to enblocal.ini. Of course bDoDepthOfField=1 must be set in skyrimprefs.ini to make this feature work.
Added DisableGameDOF parameter to enblocal.ini. Of course bDoDepthOfField=1 must be set in skyrimprefs.ini to make this feature work.
_________________
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 0.396
This is helpful to allow easy switching between game default and 3rd party DoF through ENB without needing to exit the game and edit the SkyrimPrefs.ini manually every time. Plus the water effects all work either way. Very nice!ENBSeries wrote:Version updated, download again
Added DisableGameDOF parameter to enblocal.ini. Of course bDoDepthOfField=1 must be set in skyrimprefs.ini to make this feature work.
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.396
Thank you Boris for everything. All is working well.
Now, with working underwater caustisc, I'm thinking if it would be possible to make the reflective caustics work with very little effort ?
Basically, the underwater caustics are an animation, that is calculated from the water surface. In my stupid mind it should be easy to make a copy-paste of them and then, instead of downwards from the water surface - make them appear upwards from the surface. (opposite values or something like that)
It would be awsome:
https://www.shutterstock.com/video/clip ... ark-bridge
https://ak3.picdn.net/shutterstock/vide ... humb/1.jpg
https://i.stack.imgur.com/NgL7F.jpg
Now, with working underwater caustisc, I'm thinking if it would be possible to make the reflective caustics work with very little effort ?
Basically, the underwater caustics are an animation, that is calculated from the water surface. In my stupid mind it should be easy to make a copy-paste of them and then, instead of downwards from the water surface - make them appear upwards from the surface. (opposite values or something like that)
It would be awsome:
https://www.shutterstock.com/video/clip ... ark-bridge
https://ak3.picdn.net/shutterstock/vide ... humb/1.jpg
https://i.stack.imgur.com/NgL7F.jpg
-
Offline
- *blah-blah-blah maniac*
- Posts: 17552
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim SE 0.396
I already answered you in the past and once again - no, it is not as simple as you think of it. There is no volume data where it must be applied, where water is. Even by drawing water from the top, there is no way to cut off properly in wrong places occluded by objects.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 838
- Joined: 10 Dec 2017, 17:10
Re: TES Skyrim SE 0.396
I know you answered in the past. I just thought that maybe things have changed and now, with working underwater caustics, most of the work is already done and needs some adjustments to work as reflective caustics.ENBSeries wrote:I already answered you in the past and once again - no, it is not as simple as you think of it. There is no volume data where it must be applied, where water is. Even by drawing water from the top, there is no way to cut off properly in wrong places occluded by objects.
When you say there is no way to cut off properly in wrong places occluded by objects, do you mean that reflective caustics would be drawed through objects ?
Does this mean that some objects have no collision ?