TES Skyrim 0.229

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17546
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.229

Version updated, download again.
Previously i did fix to visible edge of water on shore, but found that it not working properly because of other similar fixes, so removed it. Removed that specular which is on screenshot did in one of my posts to this topic, it is not realistic and looks like repeating noise everywhere.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 19
Joined: 26 Sep 2013, 15:01

Re: TES Skyrim 0.229

The water looks really great, Boris. Whenever you get tired of working on that, any chance we could see a fix for the skylighting brightness bug? That's the only thing left that looks bad to me; I don't mind turning off particle lights to avoid that snow bug, but I can't go without skylighting, it looks too good.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.229

Boris

Off-Water Topic :D

Warning : noob questions all around : :lol:

Is there something wrong with Timer implementation in enblens.fx ?
Whatever I'm trying, Timer seems to not respond the right way, even with simple maths formulas.... I'm seeing something at times, but with brute force values. Could you check it from your side, so I know I'm definitely doing something wrong ?.... ;)

As an example, part of your code for mask :

{
coord=In.txcoord0.xy;
coord.y*=ScreenSize.w;//remove stretching of image
float4 mask=tex2D(SamplerMask, coord);
float3 templens=tex2D(SamplerBloom6, In.txcoord0.xy);
float maxlens=max(templens.x, max(templens.y, templens.z));
float tempnor=(maxlens/(1.0+maxlens));
tempnor=pow(tempnor, LensParameters.w);
templens.xyz*=tempnor * LensParameters.z;
res.xyz+=mask.xyz * templens.xyz;
}

If I add a multiplier in it : res.xyz*=factor;
It works, the multiplier has an effect, even separated for days, ngihts, interiors. All's ok.

Then, if I add Timer related vars :

float time=Timer.x* value;
time=frac(time) * 2.0 - 1.0;
time=abs(time);
res.xyz*=factor + time;

The added var has NO effect, whatever value is.

Also, could you explain why alpha channel is disabled in Lens postpass and why it has to remain this way ?... Sorry for bothering.
I can sample parts of textures via offsets, but it makes it hard to work with uniform float scales for simple dynamic size variations...
I can add displacements with Vpos, but slight, since the texture's borders become visible at some point.

Noob questions off. ;)
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
Posts: 15
Joined: 20 Sep 2013, 13:32

Re: TES Skyrim 0.229

old

Image


New

Image

:( I like the old shore line,Hope it will not delete

Offline
User avatar
*blah-blah-blah maniac*
Posts: 618
Joined: 18 Jul 2013, 13:08
Location: UK

Re: TES Skyrim 0.229

New version looks less transparent and more realistic, less noise
Image
Pure Waters mod
_________________

i7 11700k @5.2GHz
RTX 4080
32gb DDR4 RAM C16
WDBlack 2TB Gen 4 NVMEe SSD
Over 100TB of additional storage


my Flickr
my videos

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17546
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.229

taleden
Technically sky lighting fix is impossible by existing algorithm, i need to make special manager of objects in 3d space to draw those which are missing (holes do that brighter areas), it's the thing i don't want to do now, because with helper plugin can make much better things.

Oyama
Timer.x value changing very slow, several hours till it reach 1.
Alpha channel disabled, because enblens.fx drawed before enbeffect.fx, any data in alpha from enbeffectprepass.fx or from my internal code must be unchanged (by default depth in latest versions, as remember).

cuteqq
For me new looks on the contrary better. May be it's something from water mods depending? I'm on vanilla game now.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 2
Joined: 15 Oct 2013, 12:35

Re: TES Skyrim 0.229

The water looks very great most of the time.

But in Dungeons I found a strange effect. With EnableWater=true the water distortion are missing. The water looks dark and I can only see the ssao effect and the reflection of lights. When I'm walking into/through the water it becomes super transparant in the space of a square with clear edges. Only in this square the distortion and all the other water effects comes back. A few seconds after leaving the water, the surface return to the dark "effectless" appearance.

without ENB
Image

with ENB EnableWater=true
You can see the missing distortion in the right corner
Image

the square effect, with ENB EnableWater=true
Image

you can see the effect a few seconds and the square follow you
Image

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17546
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.229

WillhelmKranz
I have no idea where to find this location, perhaps it have water shader which i modified, but not tested.

cuteqq
Found two places, one where old shore line fix work, another where new, so it's from water dependent. I'll try to make the same in different code part.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim 0.229

Boris
Got it about the Alpha.
Got it also about the Timer part, I'll change to a "brute force" code with amplitudes and frequencies to amplify the effect. ;)
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
Posts: 15
Joined: 20 Sep 2013, 13:32

Re: TES Skyrim 0.229

Boris

:D
thanks

There is a problem,Older versions of the water highlights more.vanilla game now.

I'm sorry but i'm not good at English

Old
http://image15-c.poco.cn/mypoco/myphoto ... 25_001.jpg

New

http://image15-c.poco.cn/mypoco/myphoto ... 25_000.jpg
Last edited by cuteqq on 15 Oct 2013, 14:11, edited 2 times in total.
Post Reply