Hi,
I've been trying to build a ENB preset from scratch (from the files that come with v0.126) and more or less I'm getting happier with how my day scenes are looking.
Also experimenting with SweetFX has been quite nice.
I do have a problem with the night scenes, though. No matter what I do, if I reduce ambient and direct lighting to make the night darker, some water types (waterfalls
and other splash meshes) remain unaffected and become very bright by comparison (see screenshots). I'm using the white water fix and that helped with the overall river
water, but I think the problem must be somewhere else.
It's been mentioned in this thread that reducing brightness (I also increase a bit gammacurve) in the enbseries.ini helps with this. But if I do that I have to increase
massively every other lighting setting, and then it's really hard for me to find a good spot again, specially at night where everything looks dull and washed out with strange
shadows all over the place.
Other people mentioned doing it through enbeffect.fx, with EBrightnessV2. Funny thing is, no matter value I set in EBrightnessV2, it has no effect unless I un-comment this
line in the external parameters:
Should I be doing that? And then again if I do that, I'm gonna need to raise the light values ad infinitum as if I reduced brightness in enbseries.ini.
It'd be helpful perhaps if the EBrightnessV2 effect could separate day/night/interior? I've read somewhere that some enbeffect.fx files have this separation, but I can't set
it in mine by replacing it with, say, EBrightnessV2Day, EBrightnessV2Night, EBrightnessV2Interior.
How do you guys manage to have nice looking water? Any ideas of what I could do?
Also, another thing. What would you say is a standard value for EAdaptationMinV2 and EAdaptationMaxV2? Currently if I don't set them quite low (0.1 and 0.2, respectively),
even the brightest days become dark as in stormy weather. Or are those values borderline high already?