Enhanced Lighting for ENB, updated 25 November-14

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Which part of ELE will you be using? To see which I should spend more time on.

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Re: Enhanced Lightning for ENB

--JawZ--

Current Skyrimprefs.ini (Default Ultra Settings without Antialiasing and Aniso active in launcher)
[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[Display]
fSunShadowUpdateTime=0
fSunUpdateThreshold=0.100
iBlurDeferredShadowMask=3
fInteriorShadowDistance=3000.0000
fShadowDistance=8000.0000
iShadowMapResolutionSecondary=4096
iShadowMapResolutionPrimary=4096
iShadowSplitCount=2
iMaxAnisotropy=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=10000000.0000
fGamma=1.0400
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=400.0000
fLightLODStartFade=3500.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=4
iMultiSample=0
iShadowMode=4
bTreesReceiveShadows=1
bDrawLandShadows=1
bFull Screen=0
iSize H=720
iSize W=1280
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel1FadeDist=10000000.0000
iScreenShotIndex=4
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=25
iMaxDecalsPerFrame=100
bFloatPointRenderTarget=1
sD3DDevice="NVIDIA GeForce GTX 460"
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iAdapter=0
iPresentInterval=0
iShadowFilter=3
bTransparencyMultisampling=0
bDrawShadows=1
bShadowsOnGrass=1
bDeferredShadows=1
[Grass]
b30GrassVS=1
fGrassStartFadeDistance=7000.0000
fGrassMaxStartFadeDistance=25000.0000
fGrassMinStartFadeDistance=0.0000
[MAIN]
bGamepadEnable=1
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
fSkyCellRefFadeDistance=150000.0000
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=0
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0125
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=0
bUseKinect=0
[Particles]
iMaxDesired=950
[SaveGame]
fAutosaveEveryXMins=60.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=1.0000
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=1.0000
uID0=1007612
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=40
[Decals]
uMaxDecals=1000
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
[LOD]
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=0
uLastAspectRatio=3
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bForceHighDetailReflections=1
bAutoWaterSilhouetteReflections=0
bUseWaterReflectionBlur=1
iWaterBlurAmount=4
bReflectExplosions=1
fBlockLoadDistanceLow=70000.0000
fBlockLoadDistance=150000.0000
fHighBlockLoadDistanceLow=40000.0000



And the Previous which i tweaked on since almost the first Engine Revision :(
[General]
fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=2
[Display]
fSunShadowUpdateTime=0
fSunUpdateThreshold=0.100
iBlurDeferredShadowMask=7
fInteriorShadowDistance=3000.0000
fShadowDistance=4000.0000
iShadowMapResolutionSecondary=4096
iShadowMapResolutionPrimary=4096
iShadowSplitCount=2
iMaxAnisotropy=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fTreesMidLODSwitchDist=5000.0000
fGamma=1.0400
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=400.0000
fLightLODStartFade=3500.0000
iTexMipMapMinimum=0
iTexMipMapSkip=0
iWaterMultiSamples=4
iMultiSample=0
iShadowMode=4
bTreesReceiveShadows=1
bDrawLandShadows=1
bFull Screen=0
iSize H=720
iSize W=1280
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel1FadeDist=10000000.0000
iScreenShotIndex=4
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=25
iMaxDecalsPerFrame=100
bFloatPointRenderTarget=1
sD3DDevice="NVIDIA GeForce GTX 460"
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iAdapter=0
iPresentInterval=1
iShadowFilter=3
bTransparencyMultisampling=0
bDrawShadows=1
bShadowsOnGrass=1
bDeferredShadows=1
[Grass]
b30GrassVS=1
fGrassStartFadeDistance=25000.0000
fGrassMaxStartFadeDistance=25000.0000
fGrassMinStartFadeDistance=0.0000
[MAIN]
bGamepadEnable=1
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
fSkyCellRefFadeDistance=150000.0000
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
[Interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=0
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0125
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=0
bMouseAcceleration=0
bUseKinect=0
[Particles]
iMaxDesired=950
[SaveGame]
fAutosaveEveryXMins=60.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=1.0000
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=1.0000
uID0=1007612
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=40
[Decals]
uMaxDecals=1000
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
[LOD]
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultActors=15.0000
fLODFadeOutMultSkyCell=1.0000
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=3
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
bForceHighDetailReflections=1
bAutoWaterSilhouetteReflections=0
bUseWaterReflectionBlur=1
iWaterBlurAmount=4
bReflectExplosions=1
fBlockLoadDistanceLow=70000.0000
fBlockLoadDistance=150000.0000
fHighBlockLoadDistanceLow=40000.0000
I guess also all the Nvidia Driver changes and optimizations play a role here previously some of these things where really needed to avoid rendering issues.


Oh this is really crazy i put the skyrimprefs.ini back but the render result stays the dark one and W.A.T.E.R is still transparent :(

no chance the processing stays this dark now the old result is lost that's somewhat creepy
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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

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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

I can't really see anything that sticks out that would cause such huge changes.

Only thing I can think of is check the gamma (in game it's called brightness), Specular and Light settings such as the Lod Fade settings.

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Joined: 20 Mar 2012, 08:37

Re: Enhanced Lightning for ENB

im back to the default enb light conditions with the backuped ini see in the enb 170 thread how crazy this experience was ;)
maybe i should have waited and save loaded with the regenerated ultra ini some more maybe it would have got brighter and not so crazy dark.

Image

anyway it's back the lod is still not perfect but better visual results since the deletion of the illuminated trees lod mod i will try now to update flora overhaul and see if that improves the lod results for the distant trees, especially how much it will slow down the rendering.

Here a look on W.A.T.E.R with my old ini again and my ENB and SSAO i tried to capture the same position :)

Image

The Default Render result back with my old ini :)

Image

To compare again the crazy result after regenerating and using the ULTRA ini @ default rendering

Image


But don't really ask how this can be i sometimes really don't understand the Engines behavior must be due to the sheeer complexity of this save (hold in memory) system ;)

Most probably some stuff is not state safe

Really awesome clean Gradient no visible Banding, even cooler would be sheep clouds above that :)

Image

Image

Not enough time to look @ that beautiful vista without someone wanting your flesh in this World :)

Image

He had no real chance @ all poor little thing

Image

So hop hop back to the vista but unfortunately JPG compression destroys it here and so Banding also lot of detail lost in the quantization space ;)

Image

Lossless compression to the rescue, though there is still some slight banding going on but almost not visible ;)

Image
_________________
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

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Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

Yeah I saw that. It's quite irritating how the save system stores all that data from previous mods that have been uninstalled and even more frustrating with scripts, espescially if it is written in a bad way so it parts of it "loops" and thus creates the damn save game bloat.

That's really strange as I don't get that, though I haven't used any texture or meshes beyond HD bethesda, Mindflux particle meshes and textures and ELFX splitted meshes in quite some time.

If I were a bit more experienced in creating textures for games I would start working on adding some new clouds to ELE. But I'm glad to see that I managed to get rid of the banding even with another setup than mine :) I have seen some banding that is still there though in the weathers and it's mostly during the days. the current weathers will complete in the next ALPHA release though.

Nice set of pictures yet again CruNcher :)



On other notes I have all but completed the Dawnguard imagespace module with it's base settings and even done a per location to the Dawnguard HQ. The per location is not in the pictures below though but it previews the general look of interior in it's current state, also notice the FPS bar it's not a "typo" by the ENB FPS reader but actual performance gain :)

Vanilla Dawnguard HQ
Image

ELE Dawnguard - Imagespaces.esp
Image

Only imagespaces, lightingtemplates and roommarkers has been changed or added. The per location is better described as per cell area actually as I will alter the ambient coloring based on the strongest light emitting in that area inside a roommarker to better illustrate the effect that light has on the surroundings. It won't differ that much from less lit areas just enough to make a noticeable yet subtle change to the ambient ;)

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Re: Enhanced Lightning for ENB

--JawZ-- wrote:Yeah I saw that. It's quite irritating how the save system stores all that data from previous mods that have been uninstalled and even more frustrating with scripts, espescially if it is written in a bad way so it parts of it "loops" and thus creates the damn save game bloat.

That's really strange as I don't get that, though I haven't used any texture or meshes beyond HD bethesda, Mindflux particle meshes and textures and ELFX splitted meshes in quite some time.

If I were a bit more experienced in creating textures for games I would start working on adding some new clouds to ELE. But I'm glad to see that I managed to get rid of the banding even with another setup than mine :) I have seen some banding that is still there though in the weathers and it's mostly during the days. the current weathers will complete in the next ALPHA release though.

Nice set of pictures yet again CruNcher :)



On other notes I have all but completed the Dawnguard imagespace module with it's base settings and even done a per location to the Dawnguard HQ. The per location is not in the pictures below though but it previews the general look of interior in it's current state, also notice the FPS bar it's not a "typo" by the ENB FPS reader but actual performance gain :)

Vanilla Dawnguard HQ
Image

ELE Dawnguard - Imagespaces.esp
Image

Only imagespaces, lightingtemplates and roommarkers has been changed or added. The per location is better described as per cell area actually as I will alter the ambient coloring based on the strongest light emitting in that area inside a roommarker to better illustrate the effect that light has on the surroundings. It won't differ that much from less lit areas just enough to make a noticeable yet subtle change to the ambient ;)
I certainly gonna to love ELE it also respects my evening and nights and they come out as i set the base for them (i never got the time to complete them yet)

but the result so far is awesome from what i can see, though please keep in mind i don't use Mindflux particle patch yet, yeah i know i should install it immediately ;)


Also this is awesome to see my picture hosters jpg compression scheme brakes apart i lose all the details it cant hold it up @ that compression ratio it's killing their ImageMagick setup :)

Image

Image

Here the banding in the upper sky becomes very visible

Image

This is not my final Nights they will be much darker in the end ;)

Image
Last edited by CruNcher on 26 May 2013, 19:25, edited 1 time in total.
_________________
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

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*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

I'm not trying to go too far from it's original look so if you configured preset for vanilla it will be minor changes compared too if you where going from CoT.

It seems I was wrong with assuming the Water Multiplier had anything to with with WATER water glow, it should be a dark blue as in the middle of the water yet it has that damn green water glow. I will try installing WATER myself and see if I get the same results.

The darker sky color the easier the banding appears it's hard to get it looking good at night while keeping in the desired Day/Night factor at midnight.

Sorry to hear that, maybe there is some image hoster that can handle such compression.

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Re: Enhanced Lightning for ENB

No you shouldn't be sorry this is absolutely perfect it means there are to much visible data to efficiently compress to the ratio they set so they brake apart killing all these mass amount of details it just means it's damn hard to compress your weather outputs in combination with my ENB which is absolute cool :)

unless flicker and co have some better setup they also gonna brake apart ;)
_________________
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

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User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

Ah now I'm following you :P true HDR output then :lol:

What about Mejuba? I have not used any compression from those guys though.

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Re: Enhanced Lightning for ENB

--JawZ-- wrote:Ah now I'm following you :P true HDR output then :lol:

What about Mejuba? I have not used any compression from those guys though.
I will see but my hoster also supports PNG that's not the problem but it will make one specific person mad if i post PNGs now in the Gallery thread and he will declare me wasting bandwith of the users.

The thing is im lazy i don't want to make the JPG compression myself but let the server do it, but most are very heavy setup in terms of compression and my was relatively sane until now his ratio isn't enough anymore services like imgur are even heavier ratio wise and would brake definitely also apart ;)
Not sure about Mejuba generally i prefer non membership needing services

Though im standing infront of a problem with my current hoster definitely all my further posts will lose a lot of details and not reflect my enbs output anymore to a part where you could say no visible difference between the compressed and the uncompressed output.
_________________
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

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

I'm unsure about as I have just used once for uploading un resized and uncompressed pictures. Yeah it's noth most fun to do espescially not if there are a lot of pictures.



I tried out RLO to see if their esp files would be able to work with ELE and yes it seems so, but I'm unsure how it will look in all places though. I looked through the RLO files to see how they did the changes, created new stuff or used the vanilla stuff. They use the vanilla stuff so I decided to give it a go.

ELE
Image

RLO
Image

ELE + RLO major city interiors
Image


ELE
Image

RLO weren't they supposed to remove all ambient light bulbs?
Image

ELE + RLO major city interiors
Image


Every ELE module was in use here except for ELE - FX Emittance and ELE - Light Bulbs.
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