Please use english language
It is currently 26 Feb 2020, 10:33

All times are UTC





Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: 13 Jan 2016, 23:05 
Offline

Joined: 13 Jan 2016, 22:48
Posts: 31
Greetings,
While doing some poking around and building my own Skyrim ENB profile, I attempted to use the following changes:
These changes were put into a default enbseries.ini from a default extract of .292.

[ENVIRONMENT]
DirectLightingIntensitySunset=0.5
DirectLightingColorFilterSunset=250, 214, 165
AmbientLightingIntensitySunset=0.0

[SKY]
GradientIntensitySunset=0.5

Doing so, however, causes the ColorFilter to seemingly be at 100% (1.0) intensity, and thus the EnableAdaptation=true creates a strange flip-flop effect depending on whether you are looking at the sky or ground.

Am I missing another parameter that needs to be set for this to make the intensity of both the sky and ground to be the same? Any help would be appreciated.


Top
 Profile  
 
Tomoko
PostPosted: 14 Jan 2016, 09:13 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Sorry, i don't understand what is wrong. Color filter is just multiplier at the end of computing brightness and color of the object. result = GameDirectLightingColor.rgb * DirectLightingIntensity * DirectLightingColorFilter.rgb;

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
PostPosted: 14 Jan 2016, 09:41 
Offline

Joined: 13 Jan 2016, 22:48
Posts: 31
I guess I had thought the ColorFilter would simply push the RGB through a color change filter instead of also multiplying in intensity.
... meaning that the new intensity value needs to be much lower to attain the same intensity after the color change.

(In my head)
R = (R_light + R_filter) / 2
G = (G_light + G_filter) / 2
B = (B_light + B_filter) / 2

----
So, if it is strictly an RGB multiplier, then your resulting color will get farther away from your desired color the farther the original light is from 128, 128, 128 using the following, which is the most accurate you can get:
ColorMultiplier= 1 + (Color - 128)/128

Whereas using an average between the pre-existing color and the filter color would be much more accurate.


Top
 Profile  
 
PostPosted: 15 Jan 2016, 02:30 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
No, this is wrong math. If you look on to something through the colored glass, this is how color filter works. Brightness of individual color channel output can't be bigger than input.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group