Been wanting to try and create my own cloud textures for quite some time now and I spent the day and evening taking pictures of different cloud formations at different times of the day.
I'm still figuring out the best way to create the alpha channel maps but here is my first experimental texture at least;
As I said I'm still experimenting with figuring out the best method for me to create the alpha channel maps so I don't bother with fixing the edges rendered in the game.
A bit better here. Once I saw that the texture needs to be able to fit together with each other it was "easy" to adjust the texture for better seams, not perfect yet but it's getting there
And here I is how it looks with vanilla weather SkyrimCloudy_A - 10e1f1. Nothing have been touched in that weather I just named my texture to skyrimcloudslower01 and voila
Enhanced Lighting for ENB, updated 25 November-14
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Re: Enhanced Lightning for ENB, updated 07/25
Woa! that was fast and looks great from vanilla big difference. with ELFXEnhancer i've got those pitch black spots most of the time, but with your ELE it's the right balance, so i can now better tweak interiors with ENB. THX!
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Re: Enhanced Lightning for ENB, updated 07/25
Thanks Wyrmstooth would have been done by now if I hadn't started working with the cloud textures.
I always go for natural colored lighting because it's a lot easier to get good lighting with later on when customizing and ENB I have noticed.
It should be a cake walk now compared to vanilla, now that every interior is more or less normalized to each other
EDIT;
Another texture which is in a more ready state than the other one;
I always go for natural colored lighting because it's a lot easier to get good lighting with later on when customizing and ENB I have noticed.
It should be a cake walk now compared to vanilla, now that every interior is more or less normalized to each other
EDIT;
Another texture which is in a more ready state than the other one;
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Re: Enhanced Lightning for ENB, updated 07/25
Nice work JawZ, i´m still excited for the finish of your mod
Thumbs up
Thumbs up
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Re: Enhanced Lightning for ENB, updated 07/25
@--JawZ--
just that i get right how CE works there are 2 layers that impact the look and feel imagespaces and weathers ?
im testing this with the teofis command it seems to turn all the imagespace processing bethesda did off entirely (it also turns ENBs shaders off entirely, not render render manipulations) but when you change weathers it still changes the appearance how colors textures and partially specular it seems react so i wonder how this works exactly. Or are there imagespaces defined for Weather states that wont be impacted by the teofis command ?
So bethesda mixes 2 states (screen tonemaping and weather tonemaping) for changing the overall appearance i mean weathers impact the ground lighting based on some color formula additionally to the tonemapping layer itself ?
You have a lot experience in the CE Editor maybe you can explain this difference
Btw your realistic cloud work looks great
Cant wait until someone builds Realistic cities under your clouds
Teofis on (enb disabled)
Skyrimclear
Default weather
just that i get right how CE works there are 2 layers that impact the look and feel imagespaces and weathers ?
im testing this with the teofis command it seems to turn all the imagespace processing bethesda did off entirely (it also turns ENBs shaders off entirely, not render render manipulations) but when you change weathers it still changes the appearance how colors textures and partially specular it seems react so i wonder how this works exactly. Or are there imagespaces defined for Weather states that wont be impacted by the teofis command ?
So bethesda mixes 2 states (screen tonemaping and weather tonemaping) for changing the overall appearance i mean weathers impact the ground lighting based on some color formula additionally to the tonemapping layer itself ?
You have a lot experience in the CE Editor maybe you can explain this difference
Btw your realistic cloud work looks great
Cant wait until someone builds Realistic cities under your clouds
Teofis on (enb disabled)
Skyrimclear
Default weather
Last edited by CruNcher on 27 Jul 2013, 13:47, edited 1 time in total.
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Re: Enhanced Lightning for ENB, updated 07/25
There are more than just the imagespace and weather that adjust the exterior lighting for instance, but those are the ones that creates the base look. Each weather have normally 4 different imagespaces assigned to it, 1 for each time period which are Day, Sunset, Night and Sunrise.
Then there are these things that alter lighting as well;
Lighting Templates - You might call it the "interior weather" control as it has similar settings that can be found in the weather dialog window. Fog control, ambient and directional lighting and so on.
Imagespace Modifiers - Similar to imagespace but are used for special lighting conditions such as the Night Eye effect, the blur screen when you get hit and similar occasions where lighting changes for a few seconds by some trigger for instance using the Night Eye effect.
In simplest terms weathers assign specific RGB color values to different objects while imagespaces controls overall scene color and does not alter any specific object but instead adjust them all equally.
Who is this teofis and what has he created that will allow you to disable Skyrim processing? Is it similar to what ENB does with the APPLYGAMECOLORCORRECTION or something more along the lines of the Imaginator by using Skyrim script language to be able to adjust certain imagespace settings??
The weathers don't have any HDR effects there are only RGB and alpha color values. Imagespace however have something called "White" command which let's you adjust the max RGB value that can be used, similar to EToneMappingOversaturation visually at least.
I have some experience with the Creation Kit/CK but I do not know of this CE editor you are referring to
They still need a lot of work before I release them and I also need to find the best place to put them in the sky.
Then there are these things that alter lighting as well;
Lighting Templates - You might call it the "interior weather" control as it has similar settings that can be found in the weather dialog window. Fog control, ambient and directional lighting and so on.
Imagespace Modifiers - Similar to imagespace but are used for special lighting conditions such as the Night Eye effect, the blur screen when you get hit and similar occasions where lighting changes for a few seconds by some trigger for instance using the Night Eye effect.
In simplest terms weathers assign specific RGB color values to different objects while imagespaces controls overall scene color and does not alter any specific object but instead adjust them all equally.
Who is this teofis and what has he created that will allow you to disable Skyrim processing? Is it similar to what ENB does with the APPLYGAMECOLORCORRECTION or something more along the lines of the Imaginator by using Skyrim script language to be able to adjust certain imagespace settings??
The weathers don't have any HDR effects there are only RGB and alpha color values. Imagespace however have something called "White" command which let's you adjust the max RGB value that can be used, similar to EToneMappingOversaturation visually at least.
I have some experience with the Creation Kit/CK but I do not know of this CE editor you are referring to
They still need a lot of work before I release them and I also need to find the best place to put them in the sky.
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Re: Enhanced Lightning for ENB, updated 07/25
No teofis is a console command see above it disables the tonemapping layer (imagespaces) but that doesn't affect the weather layer i understand it now as i said 2 layers the second as you confirmed based on a RGB value color formula.
Im currently only interested in outside overall Rendering results and how these parts affect texture colors combined with the light and shadows (TOD).
CK is for me also the CE Editor but yeah Bethesda doesn't call this complexity beast not for nothing creation kit
i also can only guess for what teofis as a acronym stands for i guess the [is] at the end surely means imagespace but [teof] i dunno.
most probably something like
turn e of imagespace
hmm maybe
[t]oggle [e]nd [of] mage[s]pace = teofis
that would sound plausible i guess for what it does
hey that info is even on the net
Im currently only interested in outside overall Rendering results and how these parts affect texture colors combined with the light and shadows (TOD).
CK is for me also the CE Editor but yeah Bethesda doesn't call this complexity beast not for nothing creation kit
i also can only guess for what teofis as a acronym stands for i guess the [is] at the end surely means imagespace but [teof] i dunno.
most probably something like
turn e of imagespace
hmm maybe
[t]oggle [e]nd [of] mage[s]pace = teofis
that would sound plausible i guess for what it does
hey that info is even on the net
TEOFIS stands for ToggleEOFImageSpace
Last edited by CruNcher on 27 Jul 2013, 14:24, edited 1 time in total.
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Re: Enhanced Lightning for ENB, updated 07/25
Glad I could help you out understanding the difference and purposes of the imagespace and weather lighting effects.
The last one is correct.
The last one is correct.
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Re: Enhanced Lightning for ENB, updated 07/25
yeah there is a lot of things i still have to understand one of those is always when i test the normal Gameplay
Helgen Keep is sometimes really crazy in Performance there are severe bottlenecks in some rooms depending on how you view the room it's absolutely crazy i mean practically nothing changes but it stucks like crazy in a specific area inside the room.
I never really experienced these performance bottlenecks outside but inside it can go weird i guess it's a Engine related thing most care seems to be gone in the outside rendering Performance results.
i guess your light bulb work could help that or maybe moving to 1.9 even
Helgen Keep is sometimes really crazy in Performance there are severe bottlenecks in some rooms depending on how you view the room it's absolutely crazy i mean practically nothing changes but it stucks like crazy in a specific area inside the room.
I never really experienced these performance bottlenecks outside but inside it can go weird i guess it's a Engine related thing most care seems to be gone in the outside rendering Performance results.
i guess your light bulb work could help that or maybe moving to 1.9 even
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Re: Enhanced Lightning for ENB, updated 07/25
Those effects are caused by roombounds/roommarkers.
The way they function is that everything that is inside the roommarker will be rendered but anything outside the roommarker you are standing in will not be rendered and thus limits the amount of objects increasing performance. The reason you can see everything when roomarkers are properly setup, is by the use of a doorway between 2 roomarkers which is called portalmarker. It let's the CK know that it should render objects perceived through that "window" based on the players viewing angle.
Example image;
The triangles in the 2nd roommarker outside of the Field of View triangle will not be rendered but the things that is in the viewing angle will be.
Roommarkers can't be used in an exterior cell as it would not function properly and would have the opposite affect on performance, too many or too complex roommarker setup reduces performance. Exteriors are as with the interiors split into small quadrant cells, you notice them whenever new objects "pop-in" or that it stutters/"jumps" from time to time when exploring.
For Bethesda's info on roomarkers visit the Creation Kit's web page here -
I will be fixing and add roomarkers to interiors that will benefit from such additions. Roommarkers can also have their own scripts, imagespaces, lighting templates and such and will trigger once the player enters the roommarker.
My light bulb modules will probably not help with increasing performance, i prefer quality over performance but that doesn't mean I will neglect performance or do some edits that will decrease the performance when there might be another method available that either increase performance or that does not impact on the performance at all.
The way they function is that everything that is inside the roommarker will be rendered but anything outside the roommarker you are standing in will not be rendered and thus limits the amount of objects increasing performance. The reason you can see everything when roomarkers are properly setup, is by the use of a doorway between 2 roomarkers which is called portalmarker. It let's the CK know that it should render objects perceived through that "window" based on the players viewing angle.
Example image;
The triangles in the 2nd roommarker outside of the Field of View triangle will not be rendered but the things that is in the viewing angle will be.
Roommarkers can't be used in an exterior cell as it would not function properly and would have the opposite affect on performance, too many or too complex roommarker setup reduces performance. Exteriors are as with the interiors split into small quadrant cells, you notice them whenever new objects "pop-in" or that it stutters/"jumps" from time to time when exploring.
For Bethesda's info on roomarkers visit the Creation Kit's web page here -
I will be fixing and add roomarkers to interiors that will benefit from such additions. Roommarkers can also have their own scripts, imagespaces, lighting templates and such and will trigger once the player enters the roommarker.
My light bulb modules will probably not help with increasing performance, i prefer quality over performance but that doesn't mean I will neglect performance or do some edits that will decrease the performance when there might be another method available that either increase performance or that does not impact on the performance at all.