Enb matso's bloom code bug?

fixing bugs
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Enb matso's bloom code bug?

Having issues...with both bleak and unbleak...and the others enbs that uses matso's bloom.
I have a nvidia gtx660
and i use the 0.119 enb version
Image

it suddenly gets darker
It happens only between 10 am and 5pm in game.

it desn't happen everyday...mostly it happens after fast travel...the strange thing is that ifi use the old bloom it's normal...

that's my ssao:
[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=false <<<<<<<<<<<<<<<also if i set this to true it became black...this happened even with the old graphic card...
SamplingQuality=0
SamplingRange=0.25 //0.4 //ROUGH 0.2 //0.25 //DESAT 0.3
FadeFogRangeDay=10 //DESAT 12.0
FadeFogRangeNight=10 //DESAT 12.0
FadeFogRangeInterior=0
SizeScale=0.5
SourceTexturesScale=0.5
FilterQuality=0
AOAmount=0.5
ILAmount=1.2

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Re: Enb matso's bloom code bug?

Hey zzjay, long time no see.

I guess the issue could be tied to adaptation in case there's more bloom during the daytime with Matso's bloom. That said, have you tried disabling adaptation? I don't remember anymore whether trustinall used HD6's enbeffect.fx code, but I think she did, in which case you have to disable HD6's custom adaptation in enbeffect.fx, i.e. these lines:

Code: Select all

float toobright = max(0,tex2D(_s2, _v0).xyz - 0.40); // 0.5
	color.xyz *= 1-(0.35 * toobright); // 1.3
As for the problem with complex indirect lighting, what exactly became black, the whole screen?

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Re: Enb matso's bloom code bug?

I disabled adaptation and it seems to work...I likeit more without cause it's more bright :D

what is exactly the adaptation?
I mean i'll loose something imortant if i don't use it?


And for the ssao black issue...yes more or less the whole screen...just some lines...but i don't care for that...i prefer performances to quality

thanks :)

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Re: Enb matso's bloom code bug?

Good to hear. Adaptation in ENB simulates human eye adaptation to varying lighting conditions, and in practice it means that the screen will dynamically become darker in bright game conditions and brighter in dark conditions. Disabling adaptation completely will most likely cause issues at least in snowy regions as they might be overly bright, especially if the game's own adaptation is disabled (depends on a config and other mods). Also dungeons will likely feel somewhat unrealistic if there's no adaptation at all. What you could do now is to go to a snowy place and check the screen brightness. If the image looks overly bright with adaptation completely disabled, you can enable it and only lower the intensity of the adaptation. In that case, lower the toobright multiplier (in the above example 0.35) until the image looks fine to you.

I'm not sure if complex indirect lighting is still active, but hopefully Boris will chime in at some point.

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Re: Enb matso's bloom code bug?

There is a separate adaptation thing coded in ENB? Because the vanilla Skyrim has that, in fact I'm using a mod that attempts to fix the sometimes far too heavy-handed adaptation: http://skyrim.nexusmods.com/mods/8149. Haven't tried it extensively yet though, just installed yesterday but I think it works.

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Re: Enb matso's bloom code bug?

Yes there is, it's enabled and disabled in enbseries.ini via EnableAdaptation and set up in enbeffect.fx via EAdaptationMin and EAdaptationMax. Like you said, vanilla Skyrim has its own adaptation, set up in CK, that's enabled or disabled depending on a preset and whether original game colour correction is enabled. Then there are some presets, mostly derivatives of HD6's Cinematic Lighting I guess, that have his own rudimentary adaptation code that basically only darkens the screen in extremely bright conditions.

I have actually tested that mod you mentioned, and if I remember correctly, it indeed works just fine. In my opinion the vanilla adaptation is a huge disgrace as it's too intense, and most of all, reacts way too slow.
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