TES Skyrim

post screenshots of enbseries
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*sensei*
Posts: 341
Joined: 27 Dec 2011, 21:33
Location: Poland, Gdańsk

Re: TES Skyrim

ENBSeries wrote:T.A.Z
I'd like to do deeper changes to disassembled shaders, to "extract" normal maps from them for ssao/ssil. Thinking about reflection like in deus ex 3 mod and fix for subsurface scattering, may be per object motion blur. These very hard to implement (and including performance) with game engine, but i'd like to try.
Normal maps AO and per object motion blur sounds truly awesome!
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Joined: 12 Jan 2012, 11:09

Re: TES Skyrim

More screenshots with bokeh.
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*sensei*
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Joined: 28 Dec 2011, 08:14

Re: TES Skyrim

It's a second and the last part , for anyone who missed the first part here is the link to it: viewtopic.php?f=14&t=17&start=5390

gp>>>
Very Good Job my friend, your bokeh looks Great!!!

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kassane

Re: TES Skyrim

Hello people, I am new here, and I wonder how I do a ENB customizable, and also what do you recommend for me to play skyrim with very realistic graphics, a computer with a board, Nvidia Geforce 210 1gb and a processor 1.80ghz?
The texture pack works only high picks or any sign of good ... Just do not want overlock nor lag!

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*master*
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Joined: 06 Jan 2012, 06:00

Re: TES Skyrim

Really cool pics as usual Gionight.
Taz: awesome config.
Confidence-man: loving your pics.
Unreal: Just beatiful :P

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See you later.
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Opethfeldt ENB v7

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Re: TES Skyrim

nice pictures opeth. By the way those screens i had are from your mod. I am really enjoying it. Do you have plans for an update?

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*blah-blah-blah maniac*
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Joined: 11 Apr 2012, 03:24

Re: TES Skyrim

IndigoNeko wrote:T.A.Z.

It allows you to control the saturation amounts of hues, blended from each hue to the next. Currently it's only configured to allow specific control of primary and secondary colors (red, orange, yellow, green, cyan, blue, and magenta).

For example, you can lower the saturation of yellow and orange to 0.5, crank the red and green to 1.5, and leave blue and magenta the same. The end result would be an image where wood, skin and fire tones are more greyish and blood, trees, and grass are extremely vivid.

Think of it as an equalizer system, but for color hues instead of sound tones.
What's the difference between the Multiply and Modify Saturation sections. What will happen if I change:
float SaturationRed = 0.5;?

How is that different than:
float SaturationRedMod = 0.5;?
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*blah-blah-blah maniac*
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Joined: 27 Jan 2012, 13:42

Re: TES Skyrim

Gionight
Beautiful work as always, love how your screens always seem to have a little story to tell. But surely you're not calling it quits, right?

Opeth
Seems like you're still upping the ante, simply astonishing how good the light looks with your setup. Brilliant.

T.A.Z
Damn, I'm still to test your setup - caught a flu and deadlines (at work) are looming, so not too much time right now, but I'll get to it, it looks so good. I hear you about the CK, but I've promised myself that's going to be my absolutely last resort as it's way too fiddly and time-consuming to use. For now, I'll try to get away with just RL, but we'll see. The distant fog seems to be something that just can't be made to look good no matter what. And thanks, glad to hear you like the look - here's hoping you'll soon be able to test my setup yourself...

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Joined: 13 Aug 2012, 11:49

Re: TES Skyrim

@Gionight
What texture pack are you using for rocks?

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*master*
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Joined: 13 Apr 2012, 19:27

Re: TES Skyrim

Hey everyone!

After a long delay (moving house), I have started a new config with 0.119 binary.

Some impressions:

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