TES Skyrim 0.119

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weirdoo

Re: TES Skyrim 0.119

Nvm, solved :)

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Re: TES Skyrim 0.119

@ Boris

could this explain the SSS failings im experiencing http://enbdev.com/enbseries/forum/viewt ... =80#p12185 ?
Texture seams can create problems for texture-space diffusion, because connected regions on the mesh are disconnected in texture space and cannot easily diffuse light between them. Empty regions of texture space will blur onto the mesh along each seam edge, causing artifacts when the convolved irradiance textures are applied back onto the mesh during rendering.

An easy solution is to use a map or alpha value to detect when the irradiance textures are being accessed in a region near a seam (or even in empty space). When this is detected, the subsurface scattering is turned off and the diffuse reflectance is replaced with an equivalent local-light calculation. A lerp makes this transition smooth by blending between scattered diffuse light and nonscattered diffuse light (the alpha map is pre-blurred to get a smooth lerp value). Also, painting the stretch textures to be black along all seam edges causes the convolution kernels to not blur at all in those regions, reducing the distance from the seam edges at which the scattering needs to be turned off. This solution creates hard, dry-looking skin everywhere the object contains a seam, and may be noticeable, but it worked well for the NVIDIA "Froggy" and "Adrianne" demos. For the head models shown in this chapter the UV mappings fill the entire texture space, so none of these techniques are required. Objectionable seams are visible only under very specific lighting setups.
Did you yet tried to find a solution how this could be fixed via the ENB :) ?
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Re: TES Skyrim 0.119

I told many times, this is game bug, because front and back lighting computed separately and then mixed together, small edge perpendicular to light is precision error. Don't have time to rewrite all subsurface scattering shaders and when will have it, don't know. Better set sss to very low level, it doesn't look correct anyway, half types of plants don't have it too.
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Re: TES Skyrim 0.119

Hello, I've been messing around with ENB settings, and for some reason the transition from Day to Night and Night to Day is very sudden, like it doesn't gradually transition correctly. For instance, when the in-game time is at 6.00pm (sundown, so it's partially dark, but with some sun) and when say 7.00pm comes around it just suddenly turns night.

Is it Night Day settings in ENB causing this? I tried to find a solution, but I have no idea what is causing it. I don't have mods or Real Lighting by the way. I only have Texture mods.

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Re: TES Skyrim 0.119

Can't answer, because there are many chances to corrupt day-night trigger by wrong values. With my official files this should happen, try to replace each one and check which was wrong, then find mistake by comparing config and shaders (beyongcompare soft or somthing similar will help).
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Re: TES Skyrim 0.119

hello!

sorry if im blind or if im very stupid newbie but im lost in this site....

where is the download for TES Skyrim 0.119?

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Re: TES Skyrim 0.119

http://www.enbdev.com/enbseries_skyrim_v0119.zip


On Home Page, Download, TES Skyrim, v0.119, button with down arrow right beside "ENBSeries v0.119 for TES Skyrim"

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Re: TES Skyrim 0.119

ty so much! kisssesss and hugs for ya :roll:

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Re: TES Skyrim 0.119

@Boris

do you know something about how the Camera in the Engine works is it possible that it distorts the World a slight bit not important which fov maybe a combination of fov and distance ?
I see always this Mega Hand effect on screenshots and i really wonder what is causing that i experience it too now

Image


When you change to a different Angle it is much better

Image
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Re: TES Skyrim 0.119

No, there are no non standart distortions. Of course it's not like human eye fov, but you see mistakes with hands because they are really take place, we see bodies every day, so at easy detect disproportions.
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