Opethfeldt
Did you tried 0.120 ssao+ssil in ice locations? On screenshot i see artifact of old ssao with polygonal normals, so result should be much better with new.
TES Skyrim
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 15
- Joined: 10 Oct 2012, 11:58
Re: TES Skyrim
@Dinkledorf
Hey, that shot looks freakin good, i love the "normal" colors.
Any way you could share your config? *.*
Hey, that shot looks freakin good, i love the "normal" colors.
Any way you could share your config? *.*
-
Offline
- *master*
- Posts: 133
- Joined: 03 Feb 2012, 05:40
-
Offline
- *master*
- Posts: 116
- Joined: 13 Apr 2012, 19:27
Re: TES Skyrim
Thanks Haints, I try my best, but it's hard to get noticed as there is already so many other great configs lol
Nights and dungeons are very dark, with a nice subtle point lighting. I dig it anyways
Nights and dungeons are very dark, with a nice subtle point lighting. I dig it anyways
-
Offline
- Posts: 50
- Joined: 04 Sep 2012, 06:47
Re: TES Skyrim
@Boris
The v0.120 SSAO is MUCH better! I like it!
Pros:
No more spiderwebbing on rocks, glaciers, boulders, cliffs, or other organic shapes.
Incorporates cracks on floors (assuming from normal maps).
Much more accurate shadowing with respect to relative object depth.
Much better shadowing on characters.
Cons:
Strange shading artifacts on polygon-based shrubbery and grass.
Comment:
It looks like there's a pretty big difference in SSAO shadowing based on the angle of the camera relative to the surface. Could this effect be reduced slightly?
Also, Is the mirror/reflection going to factor in specular textures? It would be nice to be able to have the "mirror" effect based on the specular intensity (the alpha channel of the normal map). :ugeek:
The v0.120 SSAO is MUCH better! I like it!
Pros:
No more spiderwebbing on rocks, glaciers, boulders, cliffs, or other organic shapes.
Incorporates cracks on floors (assuming from normal maps).
Much more accurate shadowing with respect to relative object depth.
Much better shadowing on characters.
Cons:
Strange shading artifacts on polygon-based shrubbery and grass.
Comment:
It looks like there's a pretty big difference in SSAO shadowing based on the angle of the camera relative to the surface. Could this effect be reduced slightly?
Also, Is the mirror/reflection going to factor in specular textures? It would be nice to be able to have the "mirror" effect based on the specular intensity (the alpha channel of the normal map). :ugeek:
-
Offline
- *blah-blah-blah maniac*
- Posts: 17559
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: TES Skyrim
IndigoNeko
Some grass do not have normals, so it worked when normals were generated from depth and normals are point to the camera in 0.120.
Camera angle dependency is the issue of old code made for depth generated normals, which have correction in screen space, but new normals are just turned to camera, without perspective correction. I'll do fix after finish with reflections.
Reflection is factor of specular textures or alpha channel of normal maps when they are used as amount of specular. But i have no idea how to make reflections more visible and at same time not to corrupt anything (users made hairs are very reflective, skin frequently too). Even metallic parts of armor have small reflection amount, about twice bigger than wood surfaces and only huge intensity of surrounding objects allow to see something, but of course only when contrast is high enough. Now deciding, may be refuse from implementing reflections, they don't cost so much performance cost if visible only when camera close to armor and in specific conditions...
Some grass do not have normals, so it worked when normals were generated from depth and normals are point to the camera in 0.120.
Camera angle dependency is the issue of old code made for depth generated normals, which have correction in screen space, but new normals are just turned to camera, without perspective correction. I'll do fix after finish with reflections.
Reflection is factor of specular textures or alpha channel of normal maps when they are used as amount of specular. But i have no idea how to make reflections more visible and at same time not to corrupt anything (users made hairs are very reflective, skin frequently too). Even metallic parts of armor have small reflection amount, about twice bigger than wood surfaces and only huge intensity of surrounding objects allow to see something, but of course only when contrast is high enough. Now deciding, may be refuse from implementing reflections, they don't cost so much performance cost if visible only when camera close to armor and in specific conditions...
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 80
- Joined: 12 Sep 2012, 22:29
- Location: US
Re: TES Skyrim
What do you guys think?
_______________________________________________________________________________
Virile ENB
_______________________________________________________________________________
Virile ENB
-
Offline
- Posts: 50
- Joined: 04 Sep 2012, 06:47
Re: TES Skyrim
Screenshot taken using slightly tweaked version of my SkyRealism - ENB Evolved Gothic Preset.
-
Offline
- *sensei*
- Posts: 267
- Joined: 30 May 2012, 15:40
Re: TES Skyrim
Check your PM.Flrian wrote:@Dinkledorf
Hey, that shot looks freakin good, i love the "normal" colors.
Any way you could share your config? *.*
Using bits and pieces of Indigo's code in my own enbeffect and his versions of prepass and bloom fx files in the shots below, all with ENB 120. I really like the camera options Indigo, manual focus and f-stop controls are great! Now I just have to learn how to take a shot.