Thanks for let me notice the incorrect bokeh shape. It's fixed now.Fer wrote:
In the last 2 pictures I'm using gp65cj04 enbeffectprepass.
TES Skyrim
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Re: TES Skyrim
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Re: TES Skyrim
gp65cj04
Btw, why not to use table of texture coordinates from 1 bit image? Even to make special "generator" which convert small image to table, then custom bokeh will be possible at easy. http://www.flickr.com/photos/echobelli/5245493048/
This is not possible with current definition of shaders. I not sure how to make this to handle as much creativity as possible (unlimit potential features in other words). Probably LUA scripting will be better for such thing.Is it possible to create user defined render target and loading external texture? It will be more flexible.
Btw, why not to use table of texture coordinates from 1 bit image? Even to make special "generator" which convert small image to table, then custom bokeh will be possible at easy. http://www.flickr.com/photos/echobelli/5245493048/
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Re: TES Skyrim
Hey gp65cj04 were can I find Your fantastic bokeh code to test it?
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Re: TES Skyrim
Thanks and glad you like it. To add the letterbox effect you'll have to edit the enbeffect, if I remeber right trilville has done this already, so maybe you can just pm him for it. And the water transparency is fixed in the new version, but it's kind of hard to apply the fix, so I would suggest to just wait for the next release, which shouldn't take to long.jlbiggs wrote:T.A.Z. Your ENB is amazing! Thanks for releasing it early. 2 questions. How can i add letterbox bars to it and is there any way to help make the water less see through besides turning AO off? Thanks.
@eldyraen: I find the original clouds very ugly aswell, but making new ones is very time consuming because the texture is not attached to a fixed position, it will move around, get flipped and overlap with other cloud textures, that's why it's such a pain to work on them, because making them seamless ins't enoguh, they have to look more or less good from every angle and look seamless even when overlaped.
@gp65cj04: Nice bokeh shape!
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Re: TES Skyrim
Polygonal bokeh or circular bokeh is more close to real camera (F-stop parameter?) and it is easy to generate them by code without lookup table.ENBSeries wrote:gp65cj04This is not possible with current definition of shaders. I not sure how to make this to handle as much creativity as possible (unlimit potential features in other words). Probably LUA scripting will be better for such thing.Is it possible to create user defined render target and loading external texture? It will be more flexible.
Btw, why not to use table of texture coordinates from 1 bit image? Even to make special "generator" which convert small image to table, then custom bokeh will be possible at easy. http://www.flickr.com/photos/echobelli/5245493048/
Matso wrote: Hey gp65cj04 were can I find Your fantastic bokeh code to test it?
viewtopic.php?f=7&t=1068
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Re: TES Skyrim
I've noticed a color shift in interiors switching from 113 to 119. I tried to duplicate my previous settings exactly but now there is a slight reddish tint to interiors that I'm not happy with.
Any ideas on how to get rid of it?
Any ideas on how to get rid of it?
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Re: TES Skyrim
I've noticed the same problem.haints wrote:I've noticed a color shift in interiors switching from 113 to 119. I tried to duplicate my previous settings exactly but now there is a slight reddish tint to interiors that I'm not happy with.
Any ideas on how to get rid of it?
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Re: TES Skyrim
Which DoF are you using and which tree textures? They look great.Unreal wrote:
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Re: TES Skyrim
There are no problems with reddish tint. You either stop using HD enbeffect, or you edit it, so that it wont switch and count interiors as nighttime. And HD6 enbeffect gives reddish tint to nighttimes.
Find the corresponding line and set it to
float3 dnsatn = float3( 1.0, 1, 1 );
Plain dark nights look bad in my opinion, so i made them colourful, so that there will be more pronounced colour of ambient\point lighting play(blue ambient + yellow\red torches, lamps and so on).
Find the corresponding line and set it to
float3 dnsatn = float3( 1.0, 1, 1 );
Plain dark nights look bad in my opinion, so i made them colourful, so that there will be more pronounced colour of ambient\point lighting play(blue ambient + yellow\red torches, lamps and so on).