Last pages just been amazing and inspirational, great work everyone^^
Still using JawZ PP2 with my tweaked vanilla enb bloom and im not using DoF atm
Pardon the not so epic places pictures are taken, to much adjusting and not much playing
Early miss tune all brights blew out in vanilla bloom, just thought it looked nice^^
TES Skyrim
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- *sensei*
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Re: TES Skyrim
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Re: TES Skyrim
Fantastic shots in last couple pages
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Re: TES Skyrim
Yersinia79;
Are you using my same settings in .fx for pp2? It was used with a pretty high ambient and direct lighting values around 2.0 and curves at 1.0 I would turn down the EToneMappingOversaturation a bit to get back some specularity in to the rocks and other things so it creates a bit of "reflections" on the surfaces. Though if you like it like that it's not my business to tell you what to do with it, just thought I would give you my opinion on the matter that's all
Nice saturated preset, the only thing I don't quite like is the grass saturation and that is and have always been bugging me. You can create some very good looking presets with a bit higher saturation but when I personally come to say whiterun areas and see that damn grass I get pissed about it and turn the saturation down again I guess it have never occurred to me to desaturate the grass textures
Are you using my same settings in .fx for pp2? It was used with a pretty high ambient and direct lighting values around 2.0 and curves at 1.0 I would turn down the EToneMappingOversaturation a bit to get back some specularity in to the rocks and other things so it creates a bit of "reflections" on the surfaces. Though if you like it like that it's not my business to tell you what to do with it, just thought I would give you my opinion on the matter that's all
Nice saturated preset, the only thing I don't quite like is the grass saturation and that is and have always been bugging me. You can create some very good looking presets with a bit higher saturation but when I personally come to say whiterun areas and see that damn grass I get pissed about it and turn the saturation down again I guess it have never occurred to me to desaturate the grass textures
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Re: TES Skyrim
--JawZ--
Your last pictures looking very photorealistic. But, perhaps you could upload your preset with note "use only with EWE"
Your last pictures looking very photorealistic. But, perhaps you could upload your preset with note "use only with EWE"
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
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Re: TES Skyrim
I will upload that preset with my latest EWE Alpha release, the only thing I can think of that has changed with the weather module is small tweaks here and there but I have started with interior lighting module now that will soon be done for test release to see how people are liking my changes and fixes to that
The only problem I can't fix fully especially in dungeons are the strong shadows on parts of some meshes at least not in the Creation Kit. I will take a closer look at the meshes themselves and see if I can make some adjustments to them that won't make them pitch black no matter what ambient or direct lighting I put in Creation Kit :S
The only problem I can't fix fully especially in dungeons are the strong shadows on parts of some meshes at least not in the Creation Kit. I will take a closer look at the meshes themselves and see if I can make some adjustments to them that won't make them pitch black no matter what ambient or direct lighting I put in Creation Kit :S
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Re: TES Skyrim
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Re: TES Skyrim
Updated a lot now i love these new possibilities they are outright amazing
Some crazy Makeup color test
Some crazy Makeup color test
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Re: TES Skyrim
@ JawZ
I'm using all of the updates for Relighting Skyrim that you uploaded on Nexus alongside Novak's. So far, the blend is very nice, I've got no criticism yet. I'll need to find light sources that may cause issues, and then I'll get back to you on that
Anyways, I actually needed to read up on tonemapping and contrast control to make my Skyrim experience a little more clearer. Don't know how you guys churn out such awesome shots with such nice contrast and lighting, but I usually end up butchering my settings
I'm using all of the updates for Relighting Skyrim that you uploaded on Nexus alongside Novak's. So far, the blend is very nice, I've got no criticism yet. I'll need to find light sources that may cause issues, and then I'll get back to you on that
Anyways, I actually needed to read up on tonemapping and contrast control to make my Skyrim experience a little more clearer. Don't know how you guys churn out such awesome shots with such nice contrast and lighting, but I usually end up butchering my settings
Last edited by ZeroKing on 09 Apr 2013, 04:42, edited 2 times in total.
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Re: TES Skyrim
Ok good to see that we have succeeded in that department then Please do and I will get right on it to fix it or inform NovakDalton if it's one of his edited cells.
Well an easy way to think about the tone mapping controls both the EToneMappingCurve and EToneMappingOversaturation is for me like this;
EToneMappingCurve - Behaves similar to a contrast in some ways and adds a bit of saturation to the image.
EToneMappingOversaturation - Limits how strong the overexposed areas will be, like when there is a texture surface that is blown out white in parts of the texture you increase this to tone it down and if you need to up the value quite a bit you compensate it with EToneMappingCurve so it doesn't wash out the colors too much.
I have been running PP 3 with no extra commands added to it, I have only added my newest DNI separation to it, so both the exteriors and interiors have night and day settings.
These are my current settings for PP 3, I will soon upload an update all my .fx files once I've gone through them all and I don't see anything that needs fixing or altering in some way.
Well an easy way to think about the tone mapping controls both the EToneMappingCurve and EToneMappingOversaturation is for me like this;
EToneMappingCurve - Behaves similar to a contrast in some ways and adds a bit of saturation to the image.
EToneMappingOversaturation - Limits how strong the overexposed areas will be, like when there is a texture surface that is blown out white in parts of the texture you increase this to tone it down and if you need to up the value quite a bit you compensate it with EToneMappingCurve so it doesn't wash out the colors too much.
I have been running PP 3 with no extra commands added to it, I have only added my newest DNI separation to it, so both the exteriors and interiors have night and day settings.
These are my current settings for PP 3, I will soon upload an update all my .fx files once I've gone through them all and I don't see anything that needs fixing or altering in some way.
Code: Select all
//EXTERIOR Night, Day
float2 EAdaptationMinV3Ext = float2 ( 0.01, 0.01 ); // Determines the lowest amount the Adaptation will adjust the brightness.
float2 EAdaptationMaxV3Ext = float2 ( 0.12, 0.12 ); // Determines the highest amount the Adaptation will adjust the brightness.
float2 EToneMappingCurveV3Ext = float2 ( 14.0, 11.0 ); // Increasing this darkens the image, Explanation of Tonemapping - http://en.wikipedia.org/wiki/Tone_mapping
float2 EToneMappingOversaturationV3Ext = float2 ( 8.0, 15.0 ); // Similar to EToneMappingCurve but more subtle and makes the bright spots less intense and less colorful.
//INTERIOR Night, Day
float2 EAdaptationMinV3Int = float2 ( 0.01, 0.01 );
float2 EAdaptationMaxV3Int = float2 ( 0.2, 0.2 );
float2 EToneMappingCurveV3Int = float2 ( 14.0, 14.0 );
float2 EToneMappingOversaturationV3Int = float2 ( 15.0, 15.0 );
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Re: TES Skyrim
@ JawZ
Thanks, mate. That will help me out quite a bit. Just a question: will you be updating the HD6 DNI version with EToneMappingOversaturation separated as well? Right now, it's not an adjustable parameter or separated into DNI, according to the last version you uploaded here.
Thanks, mate. That will help me out quite a bit. Just a question: will you be updating the HD6 DNI version with EToneMappingOversaturation separated as well? Right now, it's not an adjustable parameter or separated into DNI, according to the last version you uploaded here.