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PostPosted: 27 Jan 2015, 02:08 
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Hello ENB forums, I am working on custom ENB preset, but my interior shadows are having a bit of an issue.

I am currently using RS and ELE Load order looks like this.

ELE-FX Emmitance.esp
Relightingskyrim-FULL.esp
ELE-Spell and Torch Lighting.esp
ELE Plugin - RS light Color.esp
ELE-Interior Lighting.esp
ELE DB-Interior Lighting.esp
ELE DG-Interior Lighting.esp
ELE HF-Interior Lighting.esp

here is video of what my 'darker' interior shadows look like, the video quality isnt insanley high for easy upload and viewing, but they look as if the gamma is wonky and do not look thick. With Low lighting is as if I can see right through the shadows.

My in game brightness/ fgamma settings are set to vanilla, 1.0.

(skip to 5 minutes)
https://www.dropbox.com/s/equw7fbxjxka3 ... 0.mp4?dl=0

Here is another ENB video, just as an example T.A.Z. ENB

(skip to 5 minutes)
https://www.dropbox.com/s/ui48z1uprtd7d ... 5.mp4?dl=0

shadows are dark and thick, no blotchy ness or odd gamma look.

I would like my shadows to look more like the second video. I have been talking to some people so far about what my options are, one that has come up has to do with altering the enb color Pallet file and have the dark ends of the pallet be more 'true black'

I experimented with using TAZ's pallet with my preset just to test but still noticed the same problems as in the first video but to a slightly lesser degree.

I have a link to my preset if anyone is interested in taking a look at whats going on, any help is appreciated. Thanks.



-TGA


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Tomoko
PostPosted: 27 Jan 2015, 13:19 
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I don't understand, why must download half gb to see shadows. Anyway, decrease ambient in [ENVIRONMENT] category to make shadows darker.

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PostPosted: 27 Jan 2015, 13:57 
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What Boris said.

If your shadows don't get as 'black' as you'd prefer to, then there are a few culprits. Palette is one, but also bloom, gamma and tonemapping affect the outcome. Try disabling bloom for testing purposes and then play around with the parameters.

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PostPosted: 27 Jan 2015, 21:52 
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Sorry was just explaining what mods i use for lighting interiors because I know that has some effects on things, I was already aware of ambinet lighting values under enviroment, the problem goes beyond that though ( i could put ambient light to 0 and still see outlines of things through the shadows), I think, Mindflux, had some good suggestions, but how do i alter the gamma and tonemapping for interior lighting?

I know there is a gamma slider for the global lighting, and I also know there is even a way to even add a gamma slider specifically for interiors with some of scegielski's tweaks, but I am not that knowlegeable of adding it to the effect.fx file.

Anyway thanks for taking a look , ill play with the pallet, bloom, and maybe try to add some of scegielski's tweaks later.


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PostPosted: 27 Jan 2015, 22:18 
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If ambient=0 do not help, this means some lights affect the surface, because shadows can't have control of their darkness, shadows are areas without light, so there is nothing to modify in there. Decreasing point lights intensity is not good solution too. So, all you can do is to modify post process code or preset parameters for post processing (enbeffect.fx shader) to make dark areas much more contrast. There is no single solution about this, it's per shader code, every author make his/her own parameters.

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PostPosted: 27 Jan 2015, 22:21 
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For most purposes you should have keep gamma the same for both interiors and exteriors. If exteriors look fine during the day and the problem is with interiors and nights then modifying the palette might be the way to go.

Check the beginning of your enbeffect.fx, if you're lucky it already has day/night/interior separation for tonemapping in which case it will be easy to try different values.

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PostPosted: 27 Jan 2015, 22:42 
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I had a quick look and I think your main problem is the palette you're using, it's set up for a low contrast look. Here's a quickly modified palette that might be what you're looking for:

https://dl.dropboxusercontent.com/u/894 ... alette.bmp

I didn't go through the code so there might be additional shenanigans lowering the contrast as well.

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PostPosted: 28 Jan 2015, 20:13 
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thanks mindflux ill take a look again with the new pallete

edit: so i popped in the new ENB pallete, at certain angles the shadows were actually pure black, but i still noticed allot of splotchyness as I moved around in the shadows, like flickering gamma, it's hard to to really explain but shadows still look odd.

I looked at my effect.fx and it doesnt have the day/night/interior values set up, just the 4 post process effects sections, although I see where there is tone mapping.

Im pretty sure this effect.fx file is fairly old, i have been looking at how to add new controls to the effect.fx maybe that is the route to go.

Also whats the deal with direct lighting intensity, in interiors? I notice that this value puts a wierd point light coming from under the ground if i crank it up, I was fairly certain my lighting mods were supposed to eliminate that lighting ( you see it allot in caves and dungeons) its at a very low value, but putting it at 0 I still noticed the odd splotchyness and flickering in the shadowy area.


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PostPosted: 28 Jan 2015, 21:41 
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Direct light is set in interiors, i don't know the reason why, just another game bug.

How bright shadows are: direct light + point light + ambient light. Secondary lighting like from SSIL or particle lighting can be ignored.

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PostPosted: 28 Jan 2015, 22:25 
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Try without any palette to make sure it's not doing evil things. I also took a quick look at your enbeffect.fx and it has quite a lot of haphazardly added stuff in it that may have worked for the purposes they were originally added, but it's very possible that are now causing problems for you. If you want to keep on using this particular effect file you should probably look into cleaning it up a bit.

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