Glad to hear that you are working on a snow and fog weather. I really like your clear weather types.
The lighting with the new Sky mesh is amazing Looks very realistic. I can't wait to see the changes.
The Winter and the fog from me:
Enhanced Lighting for ENB, updated 25 November-14
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 983
- Joined: 09 Dec 2012, 00:29
Re: Enhanced Lightning for ENB, updated 12/05
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 12/05
Guzio;
I'm working on all types of weathers both currently in the game and not in the game the not in the game weathers are still very experimental at best and most of them have not left the "idea plane" yet. Plane as in "plane of existence" not airplane.
I just had to restart with sky colors and then I created a new faster approach to getting good initial RGB values, I simply decided to start over entirely, creates way better results and faster work pace as well
Thanks for sharing that picture with me
I'm working on all types of weathers both currently in the game and not in the game the not in the game weathers are still very experimental at best and most of them have not left the "idea plane" yet. Plane as in "plane of existence" not airplane.
I just had to restart with sky colors and then I created a new faster approach to getting good initial RGB values, I simply decided to start over entirely, creates way better results and faster work pace as well
Thanks for sharing that picture with me
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 12/05
I have now edit the sky mesh and aligned the vertices more evenly, so far I have not added or removed any vertices just moved them with a more even space between them
Vanilla mesh, with my vertex color adjustments;
After my 3D edits, same amount of vertices and no change to the vertices color;
I know the "horizon" received a bit wider radius but I have tested it in game and I did not notice any downside to it or weird behavior caused by it.
I have not adjusted the vertex colors after my mesh edit, that will be done now.
Vanilla mesh, with my vertex color adjustments;
After my 3D edits, same amount of vertices and no change to the vertices color;
I know the "horizon" received a bit wider radius but I have tested it in game and I did not notice any downside to it or weird behavior caused by it.
I have not adjusted the vertex colors after my mesh edit, that will be done now.
-
Offline
- *sensei*
- Posts: 373
- Joined: 07 Mar 2013, 10:14
Re: Enhanced Lightning for ENB, updated 12/05
Did you test if it was possible to stretch the lower horizon part ? So we could get rid of that annoying horizon color mismatch problem ?
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 12/05
No because I don't think it will yield any good looking results and besides it can be worked around in the CK and ENB anyways so currently see no point in doing such mesh editing and testing.
However if I get enough requests from users I will look into creating a "cover up" mesh.
However if I get enough requests from users I will look into creating a "cover up" mesh.
-
Offline
- *sensei*
- Posts: 373
- Joined: 07 Mar 2013, 10:14
Re: Enhanced Lightning for ENB, updated 12/05
Strange... i have never been able to get it removed well using just CK and ENB.... There are just locations or transitions that will mess it up. Either that or the actual range of colors you can play with gets so limited that having it is less of an issue in comparison.
I always figured that stretching just the lower horizon part would not present too much of an issue in general, since it is normally quite bright, and covered in clouds most of the time. There might even be some visible signs of it in some locations, but still better then the sharp white dark transitions.
But oh well one day I might get annoyed enough to go about and learn how to do some mesh magic myself.
I always figured that stretching just the lower horizon part would not present too much of an issue in general, since it is normally quite bright, and covered in clouds most of the time. There might even be some visible signs of it in some locations, but still better then the sharp white dark transitions.
But oh well one day I might get annoyed enough to go about and learn how to do some mesh magic myself.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: Enhanced Lightning for ENB, updated 12/05
Ok so I gave it a shoot too see if it could be done without introducing any bugs and so far it has the same amount of bugs as the vanilla mesh does.
Here is the mesh with extended horizon and very smooth transition between Top, Middle and Horizon.
Creation engine and ENB uses RGB values to determine what part of the sky is for instance the horizon.
Red = Full Horizon use
Green = Full Middle Use
Blue = Full Top use
I assigned the vertex colors by 0.1 decrease/increase of the RGB channels. So the top has 0.0, 0.0, 1.0 and the second row of vertices have 0.0, 0.1, 0.9. This created a very smooth transition between the different parts of the sky but also spread the parts as well.
Here is a preview of my vertex color assignment;
And here you can see how it looks in game
Complete vanilla mesh, the grey under the horizon is fog and Cloud layer nr28;
The mesh from the preview pictures;
Vertex color adjustments are still under development but so far I've been able to adjust the sky very smoothly without any weird behavior or visuals compared to adjusting the gradient with the vanilla mesh.
And to show the effect of the new mesh has on the vanilla weathers. fw 81a, APPLYGAMECC off, vanilla state files except for cloud opacity at 0.
Vanilla sky mesh;
My 3DS Max edited and further smoothed out vertex color assignment;
Here is the mesh with extended horizon and very smooth transition between Top, Middle and Horizon.
Creation engine and ENB uses RGB values to determine what part of the sky is for instance the horizon.
Red = Full Horizon use
Green = Full Middle Use
Blue = Full Top use
I assigned the vertex colors by 0.1 decrease/increase of the RGB channels. So the top has 0.0, 0.0, 1.0 and the second row of vertices have 0.0, 0.1, 0.9. This created a very smooth transition between the different parts of the sky but also spread the parts as well.
Here is a preview of my vertex color assignment;
And here you can see how it looks in game
Complete vanilla mesh, the grey under the horizon is fog and Cloud layer nr28;
The mesh from the preview pictures;
Vertex color adjustments are still under development but so far I've been able to adjust the sky very smoothly without any weird behavior or visuals compared to adjusting the gradient with the vanilla mesh.
And to show the effect of the new mesh has on the vanilla weathers. fw 81a, APPLYGAMECC off, vanilla state files except for cloud opacity at 0.
Vanilla sky mesh;
My 3DS Max edited and further smoothed out vertex color assignment;
-
Offline
- *master*
- Posts: 121
- Joined: 14 Jan 2013, 17:34
Re: Enhanced Lightning for ENB, updated 12/05
Ah ok! Yes, I know ELFX coverage is more complete. I even wonder if you should make it so that you recommend ELFX for placement of lightbulbs and FX and concentrade yourself on weather and those things which is the superior Part of your ELE modules in my opinion. Cant wait to test your modified skymesh!!!!--JawZ-- wrote:SiSaSyco;
I hope you like the areas I have covered with my light bulbs modules so far. It is not in par with ELFX coverage yet so it can't be used as a replacement for ELFX or RS yet.
Yes it is because I don't think my old version is worth uploading as it is awful in terms of colors, at least in my eyes.
I'm working on the new version though so it shouldn't be long until it is included again.
_________________
AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit
AMD Ryzen 3700X - 32GB Ram 3200Mhz - Asus Geforce RTX3080 - Win 10 64Bit
-
Offline
- *blah-blah-blah maniac*
- Posts: 1498
- Joined: 31 Mar 2012, 15:06
- Location: France
Re: Enhanced Lightning for ENB, updated 12/05
Those last works about Sky meshes are a godsend.
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
-
Offline
- *blah-blah-blah maniac*
- Posts: 1509
- Joined: 20 Mar 2012, 08:37
Re: Enhanced Lightning for ENB, updated 12/05
Great work Jawz the result looks impressive
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard