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Re: [SSE / FO4] ADoF with SSAO

Posted: 17 Jan 2018, 18:30
by Oyama
Oh yep I know that upgrade sheete like my own name.
Yup, next time I'll be on Skype, sure, with pleasure.
I reinstalled both Skyrims recently and I have to go through mods install again... Oh well ...

Re: [SSE / FO4] ADoF with SSAO

Posted: 20 Jan 2018, 07:41
by Oyama
Hmmmm.... I'm unable for whatever reason to connect to my Skype :roll:
Can you send it via PM here ?

Re: [SSE / FO4] ADoF with SSAO

Posted: 20 Jan 2018, 16:14
by Marty McFly
Done

Re: [SSE / FO4] ADoF with SSAO

Posted: 20 Jan 2018, 17:30
by Oyama
Copy that.

Re: [SSE / FO4] ADoF with SSAO

Posted: 21 Jan 2018, 11:20
by Guzio
A shy question :) Any plans for a public beta (Oldrim) ?

Re: [SSE / FO4] ADoF with SSAO

Posted: 22 Jan 2018, 13:25
by Marty McFly
When I got it installed again so I can work on it, sure.

Re: [SSE / FO4] ADoF with SSAO

Posted: 30 Jan 2018, 04:20
by evok99
Silly question perhaps. This only comes with the enbdepthoffield.fx and not the .ini. How do I generate the .ini that will let me test all of the features of the .fx?

Re: [SSE / FO4] ADoF with SSAO

Posted: 30 Jan 2018, 09:15
by mindflux
The ini is generated automatically once you've adjusted the settings using the in-game GUI and saved them.

Re: [SSE / FO4] ADoF with SSAO

Posted: 04 Feb 2018, 21:20
by Kego
Hi there,

I've recently been experimenting in SSE with the 2.1f version of this DoF shader (purely for the bokeh preview window since I'm fairly new to this). I've got a fairly good handle on how the settings affect the picture, but I've noticed that when I decrease the near blur curve to to make foreground blur when focusing far away, it blurs my character's weapons.

I've watched through Tapiok's tutorial videos, but am unsure how to apply the "do not blur" fix to this file to prevent this from happening. Is this just the cost of blurring the foreground, or is there some way to fix this?

Thanks for any help!

Re: [SSE / FO4] ADoF with SSAO

Posted: 04 Feb 2018, 22:13
by Marty McFly
Shouldn't happen technically. The respective code part that excludes the fps hands from all calculations is this one:

Code: Select all

scenecoc = (scenedepth < 0.00000001) ? 0.0 : scenecoc;
Which sets blur to 0 if the depth value is less than 0.00000001. Now I remember setting this value by hand but in the 3.0 update, I made the threshold tweakable as for some reason, the old one did not do what I expected. I suggest fiddling a bit with this threshold to find your sweetspot:

Code: Select all

scenecoc = (scenedepth < 0.00000001 * tempF1.x) ? 0.0 : scenecoc;
After changing the code like above, raise the first temp variable in the ingame UI, it's in enbseries.ini at the very top. Keep raising it until the blur on your hands is gone.