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 Post subject: Automatic Desaturation
PostPosted: 15 Jan 2016, 15:41 
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Joined: 13 Jan 2016, 22:48
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Is there an enbseries.ini setting aside from ambient light to restore the color to textures when they are illuminated by adaption or various forms of indirect lighting? Having the textures be lit up while in grayscale from having been within shadows gives it a photo-negative kind of appearance.

I know that having excessive ambient light will bring the colors back, but I'd prefer not to do this.


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Tomoko
PostPosted: 15 Jan 2016, 18:06 
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*blah-blah-blah maniac*
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Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Better post sample images what you want to achieve, i don't understand half of that.

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PostPosted: 15 Jan 2016, 19:33 
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Joined: 13 Jan 2016, 22:48
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EnableAdaptation=false
[SKYLIGHTING]
AmbientMinLevelSunrise=1.0
AmbientMinLevelDay=1.0
http://i.imgur.com/73OmlCM.jpg
http://i.imgur.com/bch62Td.jpg


EnableAdaptation=true
[SKYLIGHTING]
AmbientMinLevelSunrise=0.1
AmbientMinLevelDay=0.1
http://i.imgur.com/R2d99HA.jpg
http://i.imgur.com/4L8AN8r.jpg

My goal is to make indirect light still allow some illumination, like in real-life, which both of these settings seem to accomplish. Unfortunately, all of the color is washed away during the shading/shadow process and thus the illumination is grayscale instead of having the color of the original textures.

The only way I've found around this is to set ambient light to 30% or higher (which then allows color), but would prefer a more realistic indirect lighting method instead of just pumping up ambient light.


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PostPosted: 15 Jan 2016, 21:35 
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Location: Russia
Ambient and skylighting are tied together, you can't do anything to make image brighter, except changing tonemapping curves (which is real life like) and intensity of image. Colors computed like this:
result=albedo * ((GameDirectLighting*shadow + GamePointLighting*PointLightshadows) + (GameAmbient*skylighting*ssao*) + ssil) + specular;
So, you need to tweak intensities to much higher and modify properties of enbeffect.fx to get real life like result. Check hdr images (not fake shit called hdr), how they look in linear space.

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