TES Skyrim

post screenshots of enbseries
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*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim

Dpeasant, again the way your colour mapping works is simply astonishing. Brilliant.

Johnny, thanks. It's easy to get frustrated in the beginning, but don't. Understanding some of the underlying principles helps for sure, but it's really mostly down to practising and experimenting. Some stuff in ENB has fairly complex relations, and it's often pretty much impossible to predict the results without some experience.

Regarding your struggles with adaptation, first take a look at the beginning of enbeffect.fx and see which post-processing method you're using. If you're using a HD6 enbeffect.fx, you would perhaps want to use his PP5, as it doesn't feature dynamic adaptation and is thus easier to configure. If you do use PP5, use search to find his static adaptation code:

Code: Select all

// HD6 - Eye Adaptation for extreme extreme over bright areas only, such as stupid stupid snow
	// 0.3, 0.9 - affects day time sunny day = bad
	float toobright = max(0,tex2D(_s2, _v0).xyz - 0.4); // 0.5
	color.xyz *= 1-(1.0 * toobright); // 1.3
Disable it for now (by inserting // in front of the two lines of code), so you won't have adaptation at all during initial tweaking. You can always enable it later.

If you want to use PP2, you can find the adaptation settings in the corresponding section (starts with #if (POSTPROCESS==2)) in enbeffect.fx. Suitable values depend a lot on the other values, so usually the best thing to do is to play around with the values until the image starts to make some sense and go from there. Basically EAdaptationMinV2 determines how bright the image is when no adaptation occurs (lower = brighter) and EAdaptationMaxV2 how strong the adaptation is (higher = darker). You'll get hang of it in no time.

Feel free to PM me as well if there's anything you think I could help with. I'm no expert at any rate, but I'm always up for trying.

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*sensei*
Posts: 402
Joined: 04 Jan 2012, 20:27
Location: Russia, Vladimir

Re: TES Skyrim

Thanks man, in more than 70% of the shots i was using Uncharted 2 tonemap code, ill upload it here, the code itself, though IDK how to explain on how to apply it to other enbeffetcs(esp HD6 one).

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*master*
Posts: 164
Joined: 26 Feb 2012, 21:09

Re: TES Skyrim

@dpeasant
Okay, my mind is blown. Now I've got to ask, how close are you to being done? 90%, 80%, 70% finished? That blue palace screenshot is really incredible. In fact, the crazy colors are awesome in all of your screens. I hope I can play with your settings soon :D

@mindflux
Ditto for you. From what I've seen so far, it looks like you've got a nicely balanced configuration. Care to post some screens of snowy locations? I'm curious to see how your adaption settings handle the brightness of the ground textures.
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*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim

Dpeasant, so that's your secret :D Looking forward to the code. I still haven't had time to check out your earlier gift, but I'll get around to it.

And thanks trillville, although I hope you hadn't asked that question...

You have to do with this haphazard shot for now as my game crashed while looking for more photogenic opportunities:

Image

Nevermind the tones - they need some further work because I've adjusted my setup since - but as you guessed, there's quite a bit too much contrast. However it's not as bad as I feared, so I think I can manage with some fiddling in CK. I actually had to cheat a bit, so I put in a half-assed code snippet to brighten the image in the extreme areas - it probably affects other locations too now, so I guess it's more CK for me.

Umm, what?

Image

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Posts: 96
Joined: 01 Jan 2012, 01:05

Re: TES Skyrim

This is the setting I posted, with a tweaked bloom and no palette. I also made 3 palattes, one is mine, the other two are based off the Instagram filters, one is Brannan and the other Nashville.

This is without any palatte, with enb weather and very dramatic change.

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Day break
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Morning
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If you'd like to try out the settings used in the screenshots above, copy this code into the files I had posted on my previoud post.

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[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=d3d9_smaa.dll

[GLOBAL]
AdditionalConfigFile=userconfig.ini
UseEffect=true

[FIX]
ForceFakeVideocard=false
FixGameBugs=true
FixParallaxBugs=true
ForceSingleCoreCPU=false
IgnoreThreadManagement=false
IgnoreThreadPriority=false
AntiBSOD=true

[GAME]
SpeedHack=true

[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0

[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=60.0

[INPUT]
//back br
KeyReadConfig=8
//shift on
KeyCombination=16
//f12 z
KeyUseEffect=123
//home e
KeyFPSLimit=36
//num 3/       106
KeyShowFPS=106
//insert 16
KeyScreenshot=45

[ENGINE]
ForceAnisotropicFiltering=false
MaxAnisotropy=8
SkipShaderOptimization=false

[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=true
EnableAdaptation=true
EnableAmbientOcclusion=ftrue
EnableDepthOfField=true
EnableDetailedShadow=false
EnableSunRays=true

[BLOOM]
Quality=0
AmountDay=3.2
AmountNight=1.25
BlueShiftAmountDay=12.0
BlueShiftAmountNight=12.0
ContrastDay=1.0
ContrastNight=3.0

[CAMERAFX]
LenzReflectionIntensityDay=0.0
LenzReflectionIntensityNight=0.0
LenzReflectionPowerDay=0.0
LenzReflectionPowerNight=0.0

[SSAO_SSIL]
UseIndirectLighting=false
UseComplexIndirectLighting=false
SamplingQuality=1
SamplingRange=0.2
FadeFogRangeDay=1.0
FadeFogRangeNight=2.0
SizeScale=0.5
SourceTexturesScale=0.5
FilterQuality=1
AOAmount=0.75
ILAmount=1.5


[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=1.0

[ADAPTATION]
ForceMinMaxValues=true
AdaptationSensitivity=0.0
AdaptationTime=0.0
AdaptationMin=0.4
AdaptationMax=0.4

[ENVIRONMENT]
DirectLightingIntensityDay=2.13
DirectLightingIntensityNight=0.6
DirectLightingCurveDay=1.67
DirectLightingCurveNight=1.0
DirectLightingDesaturationDay=1.0
DirectLightingDesaturationNight=0.2

SpecularAmountMultiplierDay=2.1
SpecularAmountMultiplierNight=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierNight=1.0
SpecularFromLightDay=0.0
SpecularFromLightNight=0.0

AmbientLightingIntensityDay=1.065 
AmbientLightingIntensityNight=0.62
AmbientLightingCurveDay=1.0  
AmbientLightingCurveNight=0.8	
AmbientLightingDesaturationDay=1.3
AmbientLightingDesaturationNight=0.0

PointLightingIntensityDay=0.85
PointLightingIntensityNight=0.88
PointLightingCurveDay=0.825
PointLightingCurveNight=0.825
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0

FogColorMultiplierDay=0.7
FogColorMultiplierNight=0.5
FogColorCurveDay=1.0
FogColorCurveNight=1.0

ColorPowDay=1.3
ColorPowNight=1.8

[SKY]
Enable=true

StarsIntensity=2.5
StarsCurve=1.0

AuroraBorealisIntensity=0.8
AuroraBorealisCurve=0.4

CloudsIntensityDay=2.5
CloudsIntensityNight=0.83
CloudsCurveDay=1.0
CloudsCurveNight=2.0
CloudsDesaturationDay=0.25
CloudsDesaturationNight=0.3

GradientIntensity=0.85
GradientDesaturation=0.5

GradientTopIntensityDay=8.0
GradientTopIntensityNight=1.125
GradientTopCurveDay=2.3
GradientTopCurveNight=2.0

GradientMiddleIntensityDay=4.0
GradientMiddleIntensityNight=0.8
GradientMiddleCurveDay=2.3
GradientMiddleCurveNight=1.0

GradientHorizonIntensityDay=4.0
GradientHorizonIntensityNight=0.66
GradientHorizonCurveDay=1.9
GradientHorizonCurveNight=0.6

SunIntensity=3.0
SunDesaturation=0.0
SunCoronaIntensity=2.5
SunCoronaCurve=1.0
SunCoronaDesaturation=0.5

MoonIntensity=1.6
MoonCurve=1.0
MoonDesaturation=0.2

[OBJECT]
SubSurfaceScatteringMultiplierDay=0.2
SubSurfaceScatteringMultiplierNight=0.2
SubSurfaceScatteringPowerDay=0.6
SubSurfaceScatteringPowerNight=0.4

[LIGHTSPRITE]
IntensityDay=1.1
IntensityNight=1.53
CurveDay=0.9
CurveNight=0.9

[WINDOWLIGHT]
Intensity=8.5
Curve=1.2

[VOLUMETRICFOG]
IntensityDay=1.4
IntensityNight=0.53
CurveDay=0.5
CurveNight=1.0

[FIRE]
IntensityDay=2.5
IntensityNight=2.2
CurveDay=0.75
CurveNight=1.0

[COLORCORRECTION]
UsePaletteTexture=false

[SHADOW]
ShadowCastersFix=false
ShadowQualityFix=false
DetailedShadowQuality=0
UseBilateralShadowFilter=false
UseShadowFilter=false

[DEPTHOFFIELD]
FadeTime=0.2

[RAYS]
SunRaysMultiplier=1.25

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Posts: 96
Joined: 01 Jan 2012, 01:05

Re: TES Skyrim

Since I just started adding, editing, deleting and so on the enbeffect.fx file, I will hopefully be updating this thread with screenshots looking for feedback!

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Posts: 38
Joined: 17 Mar 2012, 13:34
Location: Los Angeles

Re: TES Skyrim

Still using a custom version of 114. I finally got a setup where I'm happy with indoor and outdoor. Tweaking mods and settings is like building a house of cards, one bad setting brings the whole thing down!

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Offline
*master*
Posts: 112
Joined: 13 May 2012, 19:27

Re: TES Skyrim

mindflux wrote:Dpeasant, again the way your colour mapping works is simply astonishing. Brilliant.

Johnny, thanks. It's easy to get frustrated in the beginning, but don't. Understanding some of the underlying principles helps for sure, but it's really mostly down to practising and experimenting. Some stuff in ENB has fairly complex relations, and it's often pretty much impossible to predict the results without some experience.

Regarding your struggles with adaptation, first take a look at the beginning of enbeffect.fx and see which post-processing method you're using. If you're using a HD6 enbeffect.fx, you would perhaps want to use his PP5, as it doesn't feature dynamic adaptation and is thus easier to configure. If you do use PP5, use search to find his static adaptation code:

Code: Select all

// HD6 - Eye Adaptation for extreme extreme over bright areas only, such as stupid stupid snow
	// 0.3, 0.9 - affects day time sunny day = bad
	float toobright = max(0,tex2D(_s2, _v0).xyz - 0.4); // 0.5
	color.xyz *= 1-(1.0 * toobright); // 1.3
Disable it for now (by inserting // in front of the two lines of code), so you won't have adaptation at all during initial tweaking. You can always enable it later.

If you want to use PP2, you can find the adaptation settings in the corresponding section (starts with #if (POSTPROCESS==2)) in enbeffect.fx. Suitable values depend a lot on the other values, so usually the best thing to do is to play around with the values until the image starts to make some sense and go from there. Basically EAdaptationMinV2 determines how bright the image is when no adaptation occurs (lower = brighter) and EAdaptationMaxV2 how strong the adaptation is (higher = darker). You'll get hang of it in no time.

Feel free to PM me as well if there's anything you think I could help with. I'm no expert at any rate, but I'm always up for trying.
Thanks for that bit of information. Really helpful. I was spending time trying to adjust adapatation through the .ini file and that was going nowhere. I'll have to figure out tone mapping next I think. I see most use PP2, is there a reason for this?


Also as far as this new gamma/brightness addition is concerned, I don't know what orange or red wood Boris is going on about. The only orange or red wood I've seen that hasn't been purposefully tweaked to look that way is the wood from the "Sexy" line of mods. And those mods are god awful to begin with. And of course I'd expect the creator of the mod to be able to do something quickly but I can't help but wonder just how thoroughly he check the rest of the areas and weathers of the game after making those global changes. I'm looking forward to seeing what people who know what they are doing can do with this, but for the rest of us that don't want to ruin their entire config, I suggest not updating to .117.

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Posts: 19
Joined: 13 Jun 2012, 23:12

Re: TES Skyrim

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Posts: 51
Joined: 25 Apr 2012, 22:09

Re: TES Skyrim

It has been ages since I posted anything! So here is a few shots:

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