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| Specular effects missing, SSAO water bug? http://enbdev.com/enbseries/forum/viewtopic.php?f=21&t=889 |
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| Author: | thamaht [ 28 Jul 2012, 00:52 ] |
| Post subject: | Specular effects missing, SSAO water bug? |
First off - love ENB. Makes me wish I knew a lot more about writing shader code, and satisfies my 'mess around with something for hours to get it just right' tendencies. Usually the issues end up being trying to figure out whether cinematic looks, realism, or fidelity to the original game matter more, and I love that there isn't much holding me back to get that stuff done. I ran into a few problems, and looked through the 10 visible pages of the support forum and didn't see these issues (or the person posting them wasn't descriptive enough that I could see that it was the same issue). Sorry if I missed something! First issue: Looks pretty clear - with the current (0.114) version of enbseries, the specular portion of the texture seems to be missing. I don't really get how this happens as I tried to narrow it down to a specific effect and disabled everything, even reverting back to the original post processing (via #define APPLYGAMECOLORCORRECTION and setting #define POSTPROCESS to 0) and it still showed up. Best example: The bricks under the area from the intro where you first gain control of your character: http://imgur.com/a/aIqSZ#0 - ENB enabled http://imgur.com/a/aIqSZ#1 - ENB disabled Mediocre example: Shows on the columns in the farmhouse textures as well. (this is kind of subtle, may take switching between images to see it. uploaded in a gallery to make it a little easier) http://imgur.com/a/aIqSZ#2 - ENB enabled http://imgur.com/a/aIqSZ#3 - ENB disabled If there's some specular commands I didn't see, please let me know. This makes a lot of things feel somewhat flat.. Second issue: This one is even weirder. Enable SSAO and some (but not all) water seems to lose a layer of distortion/reflection. It isn't as easy to see in screenshots, but I tried anyway. The bottom left water stays the same in both cases, but the water in the circle especially in between the two sets of rocks no longer reflects the sky, and the rocks underneath are easier to see. This also shows the 'foam' (water flowing?) texture as much brighter, but I think that's a known issue. Anyhow, screenshots below: http://imgur.com/a/aIqSZ#4 - ENB enabled http://imgur.com/a/aIqSZ#5 - ENB disabled |
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| Author: | ENBSeries [ 28 Jul 2012, 10:04 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Water issue is not a bug, it's how transparent objects mixed with ssao effect. Specular probably bug, but i don't remember exactly, did some changes to it or experimented. I'll check that, thanks. |
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| Author: | ENBSeries [ 28 Jul 2012, 10:15 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Have an idea. May be that specular also decreased because of ssao mixing code, as it's additive operation and not restored. Try to turn off ssao completely. |
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| Author: | thamaht [ 29 Jul 2012, 03:42 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
SSAO is not on in either set of the specular comparison screenshots. There seems to still be some specular showing in some cases (checked the rocks in the Whiterun creeks) but it's not in the same place on the texture, if that helps? |
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| Author: | ENBSeries [ 29 Jul 2012, 06:29 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Could you show enbseries.ini? |
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| Author: | thamaht [ 29 Jul 2012, 08:08 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
When playing (like, actually playing the game recreationally/not messing around with stuff) I have the parts mentioned in comments "disabled for testing" enabled, but this is what it was for testing the specular part. Everything I could find disabled to ensure that no other effects were causing the issue (remove extra variables Code: // purpose of setup is to get better shadows, ao, sunrays, skylighting. // darker nights may need to be taken care of via mod, as day night detection can get a little wonky, plus i don't want dungeons as dark as outdoor nights... [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=smaa.dll // edit settings in smaa.h, gives more control [GLOBAL] AdditionalConfigFile=userconfig.ini UseEffect=true [FIX] ForceFakeVideocard=false FixGameBugs=true FixParallaxBugs=true ForceSingleCoreCPU=false IgnoreThreadManagement=true IgnoreThreadPriority=true AntiBSOD=true [GAME] SpeedHack=true [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=30.0 [INPUT] KeyReadConfig=8 // back KeyCombination=16 // shift KeyUseEffect=123 // f12 KeyFPSLimit=36 // home KeyShowFPS=106 // num KeyScreenshot=45 // insert [ENGINE] ForceAnisotropicFiltering=false MaxAnisotropy=16 // see if this uses skyrim's aniso or what - something about the HQ nVidia aniso v. the built in stuff SkipShaderOptimization=false [EFFECT] UseOriginalPostProcessing=false // per forum post from mod author, bad idea to set this as true - apply original/set enb post processing to 0. not sure of difference. UseOriginalObjectsProcessing=true // seems to bring back distance fog (fixing horizon issue) and make fog effects look better. disables a lot of other stuff below though. document at some point EnableBloom=false // may want to bring this back, need to balance with brightness in the enb effect file EnableAdaptation=false // can't seem to get this to behave, figure it out, if there's any additional overhead it causes, if the achievable effect is worth it, etc EnableAmbientOcclusion=false // do more serious comparison of this vs the nvidia AO // disabled for testing, normally enabled EnableDepthOfField=false // figure out how to tweak this beyond adjusting time. may be worth enabling if effect can be lessened. not sure if this is easily tweakable or if i'll need to know more about how the shader works EnableDetailedShadow=false // disabled for testing, normally enabled EnableSunRays=false // balance out vs sun settings below, will want this enabled but maybe need to increase sun vs corona decrease if enabled? EnableSkyLighting=false // disabled for testing, normally enabled [BLOOM] Quality=2 AmountDay=2.25 AmountNight=0.0 BlueShiftAmountDay=0.0 BlueShiftAmountNight=0.0 ContrastDay=1.0 ContrastNight=1.0 [CAMERAFX] LenzReflectionIntensityDay=1.0 LenzReflectionIntensityNight=1.0 LenzReflectionPowerDay=1.0 LenzReflectionPowerNight=1.0 [SSAO_SSIL] UseIndirectLighting=false UseComplexIndirectLighting=false SamplingQuality=0 SamplingRange=0.025 FadeFogRangeDay=7.0 FadeFogRangeNight=7.0 SizeScale=0.35 SourceTexturesScale=0.35 FilterQuality=0 AOAmount=0.50 ILAmount=5.0 [NIGHTDAY] // there was a forum post that explained this, document it here? seems to be okay as is DetectorDefaultDay=false DetectorLevelDay=0.65 DetectorLevelNight=0.25 DetectorLevelCurve=2.0 [ADAPTATION] ForceMinMaxValues=false AdaptationSensitivity=0.12 AdaptationTime=0.4 AdaptationMin=0.1 AdaptationMax=100.0 [ENVIRONMENT] // set to match stock but i think this stuff was disabled by original objects processing - if more control is needed, try editing and if no change, re-enable enb obj processing DirectLightingIntensityDay=1.0 DirectLightingIntensityNight=1.0 DirectLightingCurveDay=1.0 DirectLightingCurveNight=1.0 DirectLightingDesaturationDay=0.0 DirectLightingDesaturationNight=0.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierNight=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierNight=1.0 SpecularFromLightDay=0.0 SpecularFromLightNight=0.0 AmbientLightingIntensityDay=1.0 AmbientLightingIntensityNight=1.0 AmbientLightingCurveDay=1.0 AmbientLightingCurveNight=1.0 AmbientLightingDesaturationDay=0.0 AmbientLightingDesaturationNight=0.0 PointLightingIntensityDay=1.0 PointLightingIntensityNight=1.0 PointLightingCurveDay=1.0 PointLightingCurveNight=1.0 PointLightingDesaturationDay=0.0 PointLightingDesaturationNight=0.0 FogColorMultiplierDay=1.0 FogColorMultiplierNight=1.0 FogColorCurveDay=1.0 FogColorCurveNight=1.0 ColorPowDay=1.0 // this definitely still works - maybe use to darken a bit in response to reenabling bloom? ColorPowNight=1.0 [SKY] Enable=false // re-enable since ditching project reality, prefer bluer sky/bright clouds StarsIntensity=1.0 StarsCurve=1.0 AuroraBorealisIntensity=1.0 AuroraBorealisCurve=1.5 CloudsIntensityDay=2.0 CloudsIntensityNight=0.1 CloudsCurveDay=2.0 CloudsCurveNight=1.5 CloudsDesaturationDay=0.0 CloudsDesaturationNight=0.0 GradientIntensity=1.0 GradientDesaturation=0.0 GradientTopIntensityDay=2.0 GradientTopIntensityNight=0.03 GradientTopCurveDay=1.0 GradientTopCurveNight=1.0 GradientMiddleIntensityDay=3.0 GradientMiddleIntensityNight=0.05 GradientMiddleCurveDay=1.0 GradientMiddleCurveNight=1.0 GradientHorizonIntensityDay=4.0 GradientHorizonIntensityNight=0.08 GradientHorizonCurveDay=1.0 GradientHorizonCurveNight=1.0 SunIntensity=5.0 SunDesaturation=0.0 SunCoronaIntensity=15.0 SunCoronaCurve=1.0 SunCoronaDesaturation=0.0 MoonIntensity=1.0 MoonCurve=2.0 MoonDesaturation=0.0 [OBJECT] SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerNight=1.0 [LIGHTSPRITE] IntensityDay=1.0 IntensityNight=1.0 CurveDay=1.5 CurveNight=1.5 [WINDOWLIGHT] Intensity=1.0 Curve=1.0 [VOLUMETRICFOG] // figure out if this affects anything other than fog around mountains, maybe put it at some goofy high/low values and play for a bit IntensityDay=1.0 IntensityNight=1.0 CurveDay=1.0 CurveNight=2.0 [FIRE] // really surprised how close this is to stock at these values IntensityDay=3.0 IntensityNight=7.0 CurveDay=2.0 CurveNight=2.0 [COLORCORRECTION] UsePaletteTexture=false [SHADOW] ShadowCastersFix=false //disabled for testing ShadowQualityFix=false //disabled for testing DetailedShadowQuality=0 UseBilateralShadowFilter=false // seems to cause some sort of pattern, leave disabled UseShadowFilter=false //disabled for testing [DEPTHOFFIELD] FadeTime=0.1 [RAYS] SunRaysMultiplier=0.4 [SKYLIGHTING] Quality=1 FilterQuality=2 AmbientMinLevel=0.4 // lower for darker shadows - note this tends to mean npc's faces are half black in daylight due to self shadowing depending how they are facing Pardon random comments, much easier to keep track of thoughts in a file. Since it's just meant for me I didn't think much of it. For testing AO thing, only difference was AO was enabled. |
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| Author: | ENBSeries [ 29 Jul 2012, 12:34 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Don't see anything bad. Ok, i'll search in code. |
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| Author: | trillville [ 23 Aug 2012, 01:03 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
I just noticed that I have this problem too with .117. However, sometimes the normal maps do show up, but when I move the camera, they disappear or shift across the texture (very weird). I'll post some screenshots in a second to illustrate what I'm talking about.
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| Author: | ENBSeries [ 23 Aug 2012, 11:04 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Already said, it's parallax bugfix=true produce bug whith specular when no lights with shadow. |
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| Author: | trillville [ 23 Aug 2012, 17:15 ] |
| Post subject: | Re: Specular effects missing, SSAO water bug? |
Ah, I must have searched wrong terms. Thanks for clearing that up |
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