Took ALOT of pics, converted them to jpegs, and then cherry-picked through the best ones.
TES Skyrim
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Re: TES Skyrim
Some more:
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ENB: http://www.mediafire.com/download.php?nwej2xco87v66ib
Minus Profile: http://monkeydot.minus.com/uploads
ENB: http://www.mediafire.com/download.php?nwej2xco87v66ib
Minus Profile: http://monkeydot.minus.com/uploads
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Re: TES Skyrim
Hello, I was wondering if someone still has Gionight's old ENB preset based on binary .99. I would really love to try it out and see just how his level of clarity/sharpness is achieved. The mediafire link from about a year back is down and I already have the one based on .102. Thank you for your time.
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Re: TES Skyrim
Can you share the one based on 0.102BSnake wrote:Hello, I was wondering if someone still has Gionight's old ENB preset based on binary .99. I would really love to try it out and see just how his level of clarity/sharpness is achieved. The mediafire link from about a year back is down and I already have the one based on .102. Thank you for your time.
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Re: TES Skyrim
Dogstar: those forest screen you posted a few pages back were pretty cool! Those new trees are awesome!
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Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
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Re: TES Skyrim
I think I do have his 0.99 version, unsure though. will check when I get home from work later today.
But if you want to acheive a similar effect here are the main things to tweak;
Disable //#define APPLYGAMECOLORCORRECTION
use PP 3
And start with tweaking the tonemapping settings, then the adaptation.
I would suggest adding a brightness and contrast command to it though. for an easier control of those settings and start of by using 1.0 values with those if added.
float EBrightnessV2 = 1.0;
float EContrastV1 = 1.0;
...
color.xyz*=(EBrightnessV2);
float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
But if you want to acheive a similar effect here are the main things to tweak;
Disable //#define APPLYGAMECOLORCORRECTION
use PP 3
And start with tweaking the tonemapping settings, then the adaptation.
I would suggest adding a brightness and contrast command to it though. for an easier control of those settings and start of by using 1.0 values with those if added.
float EBrightnessV2 = 1.0;
float EContrastV1 = 1.0;
...
color.xyz*=(EBrightnessV2);
float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
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Re: TES Skyrim
Thanks Ronnie... yes, they are nice, and give a very different and varied look.kalicola wrote:Dogstar: those forest screen you posted a few pages back were pretty cool! Those new trees are awesome!
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Re: TES Skyrim
The new day night interior split up is screwing with me. Indoor at day is now way too bright, no matter how low I set the ambient light. I guess it's because it is now using enbeffect.ini daytime adaptation for interior.. Thinking of switching enbeffect.ini again... /sigh.. Decisions decisions
Anyways. I'm planing on making a werewolf playthrough, so I want the moon to be bright and scary.. Don't think I have achived that yet :-/
I tried downsampling from 1440 on this image.. I don't think that gives my anything at all, exept bad frame rate
Anyways. I'm planing on making a werewolf playthrough, so I want the moon to be bright and scary.. Don't think I have achived that yet :-/
I tried downsampling from 1440 on this image.. I don't think that gives my anything at all, exept bad frame rate
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Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
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Re: TES Skyrim
just want to share some thoughts (i have no experience in shader programming)
in every shader example i saw in last couple of days brightness is always applied as
color.xyz = color.xyz + Brightness;
i have tried to remove comment in a PP2 (original Boris code)
//color.xyz*=EBrightnessV2;
but much better results can be achieved (at least for me) if i use code from PP4 for brightness.
currently i use PP2 as is, and i write comments in front of the
#if (POSTPROCESS==4) (line 353)
#endif (line 373)
in this way, adaptation is done two times
in every shader example i saw in last couple of days brightness is always applied as
color.xyz = color.xyz + Brightness;
i have tried to remove comment in a PP2 (original Boris code)
//color.xyz*=EBrightnessV2;
but much better results can be achieved (at least for me) if i use code from PP4 for brightness.
currently i use PP2 as is, and i write comments in front of the
#if (POSTPROCESS==4) (line 353)
#endif (line 373)
in this way, adaptation is done two times
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Re: TES Skyrim
saltr can you give me your file ? i cant do it but i want to try it .
and what is a good side of adoptation have 2 time done? thank you.
and what is a good side of adoptation have 2 time done? thank you.