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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 08:50 
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*blah-blah-blah maniac*
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Joined: 30 Dec 2011, 13:18
Posts: 665
Dogstar: those forest screen you posted a few pages back were pretty cool! Those new trees are awesome!

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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 09:06 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
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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);


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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 10:20 
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*sensei*

Joined: 06 May 2012, 12:59
Posts: 274
kalicola wrote:
Dogstar: those forest screen you posted a few pages back were pretty cool! Those new trees are awesome!


Thanks Ronnie... yes, they are nice, and give a very different and varied look.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 10:46 
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*blah-blah-blah maniac*
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Joined: 30 Dec 2011, 13:18
Posts: 665
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 :-/

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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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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 11:12 
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*blah-blah-blah maniac*

Joined: 17 Dec 2012, 08:57
Posts: 591
Location: Bosnia & Herzegovina
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


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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 11:20 
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Joined: 20 May 2012, 13:34
Posts: 66
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.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 12:13 
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*blah-blah-blah maniac*

Joined: 17 Dec 2012, 08:57
Posts: 591
Location: Bosnia & Herzegovina
@maload, currently i'm at work and i don't have a file, but you can try to
open enbeffect.fx file, find the line
#if (POSTPROCESS==4) and write // before it, now you have
// #if (POSTPROCESS==4)

20 lines down should be this
#endif
write // so you have
// #endif

also, you can try this fantastic enbprepass.fx file from
viewtopic.php?f=7&t=1068


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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 12:14 
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*sensei*

Joined: 06 May 2012, 12:59
Posts: 274
Gone back to an old config I started on ages ago, based on PP5... adding more colour without looking too unnatural.

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Last edited by DogStar on 25 Jan 2013, 12:33, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 12:23 
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*blah-blah-blah maniac*

Joined: 17 Dec 2012, 08:57
Posts: 591
Location: Bosnia & Herzegovina
@--JawZ--, one question, how can i control the intensity of the yellow color when using enb weather extension


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 Post subject: Re: TES Skyrim
PostPosted: 25 Jan 2013, 13:25 
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Joined: 24 Jan 2012, 05:49
Posts: 82
@--Jawz--
I made my enbeffect with 11.3
but I think your customized HD6 enbeffect's version is 11.4

how can I change to yours without any difference?


when I changed all values to mine and deleted +=0.1 on hd6 enbeffect.fx 11.3, it is same as mine.


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