TES Skyrim 0.119

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.119

Parallax textures for must be painted by other modders, for example that guy who did previous mods half year ago.
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Re: TES Skyrim 0.119

Would be it possible to add a code to seperate the lens flares like they do in modern games? BF3 for example?

Code: Select all

int SAMPLES = 8; // number of flares that will appear on screen

float seperation = 0.25; // spacing or 'seperation' between each flare

float2 center = float2(0.5, 0.5); // center of the screen.

float2 flareVec = (center - texCoords) * seperation; // our new flare vector 

float3 finalColor = float3(0.0, 0.0, 0.0);

for (int i = 0; i < SAMPLES; ++i) 
{
    float2 offset = flareVec * float(i);
    finalColor += tex2D(screenTexture, texCoords + offset).rgb;
}

// divide by the number of samples.
finalColor /= float(SAMPLES);
http://www.youtube.com/watch?v=8oWclYuKTk8

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Re: TES Skyrim 0.119

I noticed in SkyRealism you were able to reduce the water transparency when SSAO is enabled, but you also have a majority of the variables at 1.0 especially gamma curve. Gamma curve, and a combination of adjusting bloom, ambient lighting and exposure, is what I've been using to fix the water transparency problem, but makes the scene to harsh with strong blacks and shadows. Is the enbeffect.fx and the enbpalette what's making the water less transparent? I've been experimenting with the variables in the ENB that I have, but the water usually ends up semi-transparent, but the scene becomes too dark and harsh. Can you recommend what variables to adjust to achieve a similar effect with SkyRealism when it comes to fixing water transparency?

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Re: TES Skyrim 0.119

XenoKratios
Base effect is implemented already, you can edit it in enbbloom.fx file almost at end, it's nothing hard. I don't like lenz reflections, because they fit only to specific sci-fi/cyberpunk games and basically this is just a artifact of technical devices, not the human eye. In Battlefield 3 and that video "effect" is most stupid i ever seen with dirtiness on the glass, hate it even more than vignette, to play with it all the time is for mosahists. So, if you don't know how to edit shaders, then ask in other forum category, i will not develop it for Skyrim, never.
hugznotthugzkidz
Water transparensity depends from mixer between color of water surface itself and underwater surface or objects, math is actually developed to disable ssao for fire and other similar transparent things. You can modify intensity of water to make it as much different as possible, but you can't fix transparensity completely. Mixing code for ssao is applied before any external shaders and palette. May be you don't know, i said this many time, but water transparensity can't be fixed for free, it's how game works, if i'll disable it, then several much more noticable bugs will appear (or i need to do a lot computations to fix, decreasing fps about 1/3-1/4 times).
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Re: TES Skyrim 0.119

Ah, sounds fair enough

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Re: TES Skyrim 0.119

Hi Boris,
Can you add a true/false parameter under [EFFECT] which allows to enable/disable all of the [CAMERAFX] ?
I am not a fan of lenz effect. When i use settings from other users, i make changes to my personal taste, and i wish to disable all lenz effect.
Will be useful.

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Re: TES Skyrim 0.119

Set it amount to zero and remove sun sprite shader, there is no sense to make separate variable.
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Re: TES Skyrim 0.119

Boris, if you don't mind, I have a question about SSAO. You may have already answered it, for someone else, but I couldn't find it. Sorry if this is a duplicate question!

When you apply the SSAO to the scene, it looks like you do a depth test at each texel, before determining whether to apply the AO effect. Would it be possible to add a separate variable to control the maximum depth buffer offset for an object to cast AO shadows on another?

It would be nice to have the AO effect only apply to objects that are even closer in to each other (in screen depth) than it currently is set to fade off at. I don't know if that's possible within the floating point limitations of the depth buffer values you're using for SSAO effect, or if it's possible with your SSAO algorithm.

Very nice job with the FadeFogRange variables! They're very useful!

~IndigoNeko

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Re: TES Skyrim 0.119

This is possible, but from time to time i changing ssao code (users don't like newest and faster ssao of deus ex 3 after old version, so i'm changing it slowly to foolish imprinting) and such variable will not be used then and will change by scale on far and near distances separately.
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Re: TES Skyrim 0.119

Борис, а сейчас ССАО в скайриме какое? Как в деус Экс? Просто в деусе оно вроде бы лучше выглядит. Или это зависит еще от "чистоты" текстур(в скайриме они грязные какие-то и вообще картинка грязная, в сравнении с Деус Экс)?
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