Aiyen wrote:
Tansarville:
Shadow intensity etc. is in fact in the realm of tonemapping and adaptation (Also you already have ambient lighting based on pixel brightness in the enbseries.ini that you can make shadows brighter with). I do understand your concern that you do not really want to redo the enbeffect.fx file etc. from the ground up to make the changes, if you could just have a simple enbseries.ini option that could alter it a little bit.
However I can also understand why Boris would not be bothered making the option when you already have the tools to fix the issue.
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First of all i didn't report any issue related with Cloud Opacity, i'd just shared my opinions about it. There is no such an ''issue'' (you can call it whatever you want cause i don't mean it's an issue) during night time or day time under most of weather types. But some specific weather types gives really pretty dark result. I made observation on cloud movements, when clouds move away etc... scene gets the original brightness/lightning level. So there is no such an issue, it works as well.
So no need to change enbeffect, my tonemapping or adaptation settings. Cause it occurs only during some specific weather types and again, it' not an issue, weather is heavily overcast and covers the scene lightning.
As you mentioned my point is pretty clear: why wouldn't i tune up shadow opacity indepent from cloud opacity ? First, as i stated before it gives me better control to create more groovie scenes and more important than that, it would allow me to retune my overall scene lightning balance without making everything from ground up...
It's not an important job if i would working with NON-MW preset, but i'm trying to build 7-10 different template per weathers (each weather also tuned again) and if i would have Shadow Opacity i could make new arrangements on em easily.
Plus i don't think i want a ''weirdo'' parameter, sounds no big deal to me. It's just cloud shadow opacity, wouldn't harm anyone to have it there on ENB GUI.