After some tweaks and a few minutes testing, I have to say wow !
With subtle fine-tuned amounts, and coupled to Skylighting, IBL looks fantastic.
Really, really helps to balance weather conditions.
Great work Boris, THANK YOU !
TES Skyrim 0.152
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.152
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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Re: TES Skyrim 0.152
@ Boris
Thank you for the IBL, really blends distance nicely
Thank you for the IBL, really blends distance nicely
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Re: TES Skyrim 0.152
I just tested version 1.52 with IBL and Wow what a huge improvement with the rendering! Thanks a lot for your fantastic work!
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Re: TES Skyrim 0.152
I find IBL make everything look too bleached out.
Or is that related to the Sky Colors?
Or is that related to the Sky Colors?
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Re: TES Skyrim 0.152
Why don't you try very small values, like in the hundredth decimal digits? They look great without bleaching out everything, and there's almost no need to increase ambient lighting or decrease ambient curve for daytimeSvarog wrote:I find IBL make everything look too bleached out.
Or is that related to the Sky Colors?
These are my settings with skylighting active:
[IMAGEBASEDLIGHTING]
AdditiveAmountDay=0.0265
AdditiveAmountNight=0.0145
MultiplicativeAmountDay=0.035
MultiplicativeAmountNight=0.035
ReflectiveAmountDay=0.05
ReflectiveAmountNight=0.05
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- *master*
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Re: TES Skyrim 0.152
Just want to let Boris know: Your ENB is sooo great! Thx man!
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Re: TES Skyrim 0.152
I've noticed that indirect lighting no longer shows up where there are shadows from skylighting. Turned it up to extreme values and everything glowed but where the skylighting was casting.
Indirect Lighting set to 3000 to show what's going on.
Indirect Lighting set to 3000 to show what's going on.
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Re: TES Skyrim 0.152
Ok -
I am new here - currently running v0.119 for TesV with a modified preset config authored by someone named Luna. Luna's mod is titled "the wilds" which I have tweaked as well as I know how to, to my taste. I am always interested in trying new things and would like to check out Tes Skyrim 0.152. Alright - i am stupid I suppose but clicking on the "download" link landed me here - soooo
where is the download "file" at?
thx
-jaz
@Boris - amazing, love this enb stuff
I am new here - currently running v0.119 for TesV with a modified preset config authored by someone named Luna. Luna's mod is titled "the wilds" which I have tweaked as well as I know how to, to my taste. I am always interested in trying new things and would like to check out Tes Skyrim 0.152. Alright - i am stupid I suppose but clicking on the "download" link landed me here - soooo
where is the download "file" at?
thx
-jaz
@Boris - amazing, love this enb stuff
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Re: TES Skyrim 0.152
Forgot about these values ^^ZeroKing wrote:Why don't you try very small values, like in the hundredth decimal digits? They look great without bleaching out everything, and there's almost no need to increase ambient lighting or decrease ambient curve for daytimeSvarog wrote:I find IBL make everything look too bleached out.
Or is that related to the Sky Colors?
These are my settings with skylighting active:
[IMAGEBASEDLIGHTING]
AdditiveAmountDay=0.0265
AdditiveAmountNight=0.0145
MultiplicativeAmountDay=0.035
MultiplicativeAmountNight=0.035
ReflectiveAmountDay=0.05
ReflectiveAmountNight=0.05
But doesn't really matter anymore since IBL doesn't work with Hardware AA and i prefer 4x MSAA + 2x SuperSampling for a crisp image.
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Re: TES Skyrim 0.152
Tercerobootleg
Can't find in code anything that may give problem like yours. But fortunately found bug in ao mix type =3 (i forgot to uncomment line after debugging)., But even if you use this mixing, it's ssao only affected, not indirect lighting. Try to compare screenshots and different parameters and localize issue.
Can't find in code anything that may give problem like yours. But fortunately found bug in ao mix type =3 (i forgot to uncomment line after debugging)., But even if you use this mixing, it's ssao only affected, not indirect lighting. Try to compare screenshots and different parameters and localize issue.
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