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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 10:08 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
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Ok I will compare my newest MIXED fx file with HD6 original file and see if there are any variations in the general looks and if so find the cause and fix it ;)

Did you copy the the PP codes to an another fx file by they way?


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Tomoko
 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 10:12 
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Joined: 23 Jan 2012, 18:24
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--JawZ-- wrote:
Ok I will compare my newest MIXED fx file with HD6 original file and see if there are any variations in the general looks and if so find the cause and fix it ;)

Did you copy the the PP codes to an another fx file by they way?


No, i use ur example fx and tweaked it.

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My old 0.119 ENB for CoT http://skyrim.nexusmods.com/mods/23202/


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 10:16 
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Ok then it's not caused by missing code if you would have transfered only PP codes in to a different files that wouldn't have all the necessary code to work.

EDIT;

Found the code that made the PP5 look different in the MIXED fx file. Will upload a new update to my DNI files over my Resources thread. Can't believe I have missed that all this time :P


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 15:17 
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Joined: 18 Sep 2012, 18:36
Posts: 154
Well it's brighter in game, and flickr likely resized it but here lol
Image

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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 16:12 
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Joined: 22 Feb 2013, 03:33
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Some more curve bloom testing with modified joey4tracks file :) Added a "sharp mode" that further confines bloom to the brightest areas with less bleed into dark.

bloom amount 0.85 in normal mode

Image

0.85 in sharp mode

Image

bloom amount 3.0 in sharp mode

Image


more sharp mode shots:


Image

Image

Let me know if I should quit messing with your file joey :mrgreen:

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Kabloom: bloom control shader
Film simulation 3D LUTs


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 16:33 
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*sensei*
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Joined: 11 Feb 2012, 16:00
Posts: 269
Location: BROOKLYN NY USA
Thanks everyone! Jawz, that looks great! I can't wait to try out your new weathers, they seem to compliment my config very nicely ;)

And Kermels- please by all means, have at it! That stuff looks awesome! Yeah my setts are probably more 'video gamey' than realistic but it gives a cool style I think. I really like what you did with the bloom there. So that is your enbeffect.fx and bloom.fx that you tweaked? How exactly did you sharpen up the bloom? I was trying to do something similar to my interiors but you seemed to really have something going on.

Here is where I was thinking of sharpening up the bloom: I am using a heavily modified enbeffect from The Wilds - is this what you tweaked..?

under crisp bloom interior section

float TrigInterior = 0.18; // Limits what triggers a bloom
float SBrightInterior = 0.7; // Limits bloom to superbright spots only

or maybe this(these settings were originally much higher):

float CompSBInterior = 0.3; // Limits where the bloom will "bloom"
float BloomStrInterior = 0.3; // How strong the bloom will be

Anyway, I especially like this pic, it reminds me of something from dpeasant or propa..
Kermles wrote:
Image


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 16:57 
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Joined: 22 Feb 2013, 03:33
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Wow, thanks so much joey! I never thought my image would be compared to something like dpeasant's or propa's shots :D I am so glad you like my shots, but of course you did most of the work already!

It's not just bloom settings I tweaked, it's actually my own bloom and postprocessing code, a little different than just changing the bloom settings.
I am still using your same unmodified enbbloom.fx, but instead of crisp bloom in the enbeffect.fx I am using my own design that I call Curve bloom, I think it is finished now.

The way I did it is probably harder to understand unless you know code but if you are interested I would be totally honored if you want to try my custom file with other modifications and new options,
or if you want and if you give me some time I can work on adding Curve Bloom to your original enbeffect.fx.

I am so glad you like it though, I wasn't sure if I was on to something or not. Just let me know if you want me to upload my file, or if you would prefer I try to add it to your own :D

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Kabloom: bloom control shader
Film simulation 3D LUTs


Last edited by Kermles on 26 Mar 2013, 20:54, edited 2 times in total.

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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 20:41 
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*sensei*
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Joined: 11 Feb 2012, 16:00
Posts: 269
Location: BROOKLYN NY USA
Oh cool. Which version of enbeffect are you using, Jawz' separated D-N-I joint? I tried updating my config to it but I had better luck with Lunella's fx file which I'm pretty sure is based off jawz' anyway. It would be cool to have more bloom options for sure. I wouldn't mind seeing your bloom changes with the rest of my enbeffect setts :D

Off topic, my co-worker says my new char looks exactly like a black Uma Thurman. I think he is right and now I need to find a
Kill Bill armor mod :p

exhibit A
Image


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 21:03 
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Joined: 22 Feb 2013, 03:33
Posts: 117
Yes, my file is based off of Jawz' mixed enbeffect.fx. I think, it was the most versatile base to use for my code additions and contained lots of helpful code in it already that I reused, but I know everybody has a favorite to use. I will get right to work on adding the curve bloom to your file then :) Hopefully it shouldn't be too hard.

I never saw kill bill, but I think you have yourself a good character there :)

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Kabloom: bloom control shader
Film simulation 3D LUTs


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 Post subject: Re: TES Skyrim
PostPosted: 26 Mar 2013, 21:14 
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*sensei*
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Joined: 11 Feb 2012, 16:00
Posts: 269
Location: BROOKLYN NY USA
Right on. Well don't bend over backwards or anything! I wish I knew more about coding, I am an audio guy myself...


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