Help With ENB Config
Posted: 18 Nov 2021, 12:19
Firstly, is there some place with an ENB guide for settings? Granted, I know nothing about shading, but I've seen a number of behaviors that seem odd and was curious if there is a document with nice descriptions and/or screenshot examples of each setting.
That said... here are some things I've run into that I had some questions on:
1. All of the Fog settings under [ENVIRONMENT] do not seem to be fog at all, but distance haze; whereas Fog is actually [VOLUMETRICFOG]; is this correct or only partially?
2. SpecularAmount seems to work as one would guess (multiplying the specular values from the texture), but SpecularPower doesn't; at >1.0, power seems to diminish the specularity, but 1 -> 0, it increases it albeit not with the specular values but with plain white, so it gradually becomes dull; how do you achieve the effect that areas of specular that reflect bright lights like the sun will oversaturate?
3. Is the default sunsprite a troll for a reason?
4. AO seems to work pretty well, but IL seems pretty clunky and causes a lot of graininess and only works within the AO area instead of illuminating like you would expect a Point or Direct light would do to local ambient. Are the default settings just not setup for that, or is this a WIP feature?
5. [WINDOWLIGHT] seems to not be light, but instead glow; is there a way to make windows actually produce light?
6. [VOLUMETRICFOG] does not seem to shade at all with the amount of light in the area and is simply set to intensity you set in the config, am I missing something?
7. [COMPLEXFIRELIGHTS] and [COMPLEXPARTICLELIGHTS] seem to have a maximum radius at DistanceFade=0.01; this is really small if I am trying to set all existing Point lights to 0 and replace them with ENB lights. Otherwise, is there a way to have specific values per light source name for Point lights?
8. The ENB Particle Patch from here seems to cause Cobwebs and Animated Water textures to glow in the dark, is there any way to get them to shade properly like other textures?
9. The [REFLECTION] section seems to only affect the screen-space reflections on water, is this correct? Or does this also include path-traced indirect lighting?
10. Is there a way to get snow to be sparkly in light reflection as it is in real-life or does this require a texture with special use of specular and funky normal values?
11. How do [SKYLIGHTING] and [IMAGEBASEDLIGHTING] work? Are they related or something?
That said... here are some things I've run into that I had some questions on:
1. All of the Fog settings under [ENVIRONMENT] do not seem to be fog at all, but distance haze; whereas Fog is actually [VOLUMETRICFOG]; is this correct or only partially?
2. SpecularAmount seems to work as one would guess (multiplying the specular values from the texture), but SpecularPower doesn't; at >1.0, power seems to diminish the specularity, but 1 -> 0, it increases it albeit not with the specular values but with plain white, so it gradually becomes dull; how do you achieve the effect that areas of specular that reflect bright lights like the sun will oversaturate?
3. Is the default sunsprite a troll for a reason?
4. AO seems to work pretty well, but IL seems pretty clunky and causes a lot of graininess and only works within the AO area instead of illuminating like you would expect a Point or Direct light would do to local ambient. Are the default settings just not setup for that, or is this a WIP feature?
5. [WINDOWLIGHT] seems to not be light, but instead glow; is there a way to make windows actually produce light?
6. [VOLUMETRICFOG] does not seem to shade at all with the amount of light in the area and is simply set to intensity you set in the config, am I missing something?
7. [COMPLEXFIRELIGHTS] and [COMPLEXPARTICLELIGHTS] seem to have a maximum radius at DistanceFade=0.01; this is really small if I am trying to set all existing Point lights to 0 and replace them with ENB lights. Otherwise, is there a way to have specific values per light source name for Point lights?
8. The ENB Particle Patch from here seems to cause Cobwebs and Animated Water textures to glow in the dark, is there any way to get them to shade properly like other textures?
9. The [REFLECTION] section seems to only affect the screen-space reflections on water, is this correct? Or does this also include path-traced indirect lighting?
10. Is there a way to get snow to be sparkly in light reflection as it is in real-life or does this require a texture with special use of specular and funky normal values?
11. How do [SKYLIGHTING] and [IMAGEBASEDLIGHTING] work? Are they related or something?