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PostPosted: 26 Feb 2013, 16:33 
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First, yes I know I'm an idiot and have no idea what I'm talking about.

For reference my enbseries.ini is atttached, and I'm using MTichenor's fx files (though I've tried many others) with Jawz's DNI modifications.

The only documentation I've been able to find states that UseOriginalObjectsProcessing causes ENB to bypass/ignore/whatever the settings from the [ENVIRONMENT] section. I see it doing a bit more with every ENB config and lighting mod, or no lighting mods, combination I've tried though, and I'm just trying to understand why/what I'm doing wrong/if it's supposed to be this way/if that's just the way it is/if it's a problem with the mesh settings (vanilla atronach mesh in this example). The effect is most noticeable with flame atronachs and other fire-type shaders. It seems like some of the shader/color/whatever gets pushed down to dark grey/black in the image, and I'd like it to not do that as I feel it robs the image of subtle detail. This shows what I'm specifically talking about. Look at the areas I've circled, and you can see that some of the lighter colors get pushed to a much darker color or something. I don't quite know how to describe it, so here are the screenshots:

With objects and postprocessing on:

Image

With UseOriginalObjectsProcessing set to true:

Image

With UseOriginalPostProcessing set to true and UseOriginalObjectsProcessing set to false:

Image

Anyway, asbestos underwear is equipped, so I'm ready to be told how obvious the answer is.

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PostPosted: 26 Feb 2013, 20:23 
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UseOriginalObjectsProcessing is not just [ENVIRONMENT] category, almost everything 3d is affected, except fixes to parallax, etc. May be because of this?

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PostPosted: 26 Feb 2013, 20:38 
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I'm not exactly sure what you want to achieve, to use original post-processing or not?

Whether or not to use original post-processing has quite a profound effect on the image since it dictates whether the brightness and contrast settings of the corresponding imagespace are used, maybe that's one factor?

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PostPosted: 27 Feb 2013, 03:51 
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I'd very much like to use ENB object processing, and do use ENB processing. If all I wanted was to use original objects processing, I would have just set UseOriginalObjectsProcessing=true and gone on with my game and not bothered you good people. :p

I was hoping there was some way to keep the more... graduated? subtle? colors without giving up the ENB objects processing since that does things I absolutely can't live without. But I spent several months trying different presets, palettes, creating my own palettes and presets, even taking a shot at tweaking some of the shader code, everything I could think of, as limited as that was, to maintain all the original image detail. I obviously failed. So as basically a last resort, I asked here. Since Boris has more or less stated he doesn't know why it's like this (and if he doesn't know, then I'd doubt anybody knows), I'll just move on.


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PostPosted: 27 Feb 2013, 11:55 
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If i have understood you correctly you want to have the ENBSeries preset to look like vanilla but be customizable with the commands in the ENBSeries.ini like for example the Direct, Ambient and Specular settings and SSAO, bloom etc effects. Or am I missing something here?

The only thing I have seen that is not vanilla looking is the sky. Which is weird because I know I have achieved Vanilla skies with ENB running before, it seems like the ENB Sky is still enabled even if you have disabled it by setting the command "Enable=false" under the [Sky] section. I will try and revert back to a few older stable versions of ENB to see if I was just imagining having a ENB look that looked exactly like the vanilla game.


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PostPosted: 27 Feb 2013, 15:20 
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--JawZ-- wrote:
If i have understood you correctly you want to have the ENBSeries preset to look like vanilla but be customizable with the commands in the ENBSeries.ini like for example the Direct, Ambient and Specular settings and SSAO, bloom etc effects. Or am I missing something here?

The only thing I have seen that is not vanilla looking is the sky. Which is weird because I know I have achieved Vanilla skies with ENB running before, it seems like the ENB Sky is still enabled even if you have disabled it by setting the command "Enable=false" under the [Sky] section. I will try and revert back to a few older stable versions of ENB to see if I was just imagining having a ENB look that looked exactly like the vanilla game.


This is close, but still not quite what I was trying to do. I wanted to start with a 90+ percent vanilla appearance, then be able to control things like color correction, contrast, and saturation via the palette and postprocessing files, along with the lighting, sky, SSAO and other effects done via the enbseries options so that I can get on the screen what I see in my head as "ideal". All these have an effect, but it seems the detail that I pointed to in the screenshots above is already lost by the time ENB gets to the point of running through the postprocessing, etc. I just thought that with everything at a default setting, I should see something that looked closer to vanilla. It would seem I was wrong again, as the colors seem to get shifted or lost or whatever somewhere in the objects processing section of the code. Or at least that's the only thing I was able to think of to explain what I'm seeing.

As far as the sky, I can make it look more vanilla, but then I get pretty far away from 1 for the sky intensity and curves, so I just made it closer to vanilla then called it good enough and left it alone. Since I'm trying to support both vanilla and CoT in one ENB, I didn't want to stray too far from defaults. The sky appearance might or might not be related to the loss of detail/darkening of the more subtle colors in the flame atronach. I don't know. I never looked at that part that closely. I also haven't been able to figure out what knobs in the ini the flame bits on the atronach responds to, since I've tried them all, and nothing seems to affect the actual flame pieces, though the light on the horns and rest of the body is from what enb calls lightsprites.

So, though, just to try to clear up a bit more what I'm specifically referring to, here's a few more screens in the same order.... UseOriginalObjectsProcessing false, then true, then false with UseOriginalPostProcessing set true. You can see a lot of redish-orangeish-greyish color around the hip with useoriginalobjectsprocessing on, but as soon as you switch over to enb objects processing, a lot of those subtle colors get pushed to a much darker shade, almost black, and a lot of color detail is lost in that area. Any way... moving on...

Image
Image
Image


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