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 Post subject: Re: TES Skyrim
PostPosted: 31 May 2013, 23:35 
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mindflux:

Some guy apparently thought it was a good storage area but the amount of work to get that one barrel up there was more than enough ;)

Yeah the exterior parts would require to adjust a lot of settings, though mostly the Direct, Ambient and SkyGradient settings. And the interiors in it's current release have a darker ambient lighting to it in all interiors except for 8 worldspace interiors. Whiterun interiors and exteriors are to date the closest to be in a complete state. Need to put some work in those areas still though.


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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 06:28 
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Oyama
you've put such efforts into your Enb's, really amazing what was packed, 92mb! keep me busy for a while, thanks mate ;) . i was wondering around Windhelm, a corner of some building which i walked right through! at first i thought of was some secret passage but then i fell off some ledge, i ended down under Windhelm :o

Still around The Riften after intensive tweaking :)

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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 08:33 
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OhKay wrote:

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This is downright amazing. :shock:


mindflux
Looking SO neat, you oldwiz !! ;)

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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 08:45 
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Are these Matsos DOF results ?

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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 12:42 
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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 13:37 
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Wondered if you guys had seen this?

http://www.icelaglace.com/dirty-lens-code/#comments

Would be cool to see what it looked like if anyone can try it out :)


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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 13:53 
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You could do that with the enbsunsprite and mix the different code methods in the default enbsunsprite.fx file, I have such a thing planned to be released in my ENB Resources thread as soon as I get some time to sit down and create the sunsprite.bmp file. enbsunsprite would be better suited for such an effect to instead of using the palette which a lot of users use more than the enbsunsprite also with using the palette as the lens "placement" it will be on the screen at all time with the enbsunsprite it will only be there when you look at the sun which I think is a more realistic/natural looking than having on the screen at all time.
At least that's what I think it will be with using the palette to produce a lens effect.


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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 14:07 
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New test this is in a shadow @ Day Light the Directional light comes from behind casting the shadow in front

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Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 01 Jun 2013, 14:54, edited 1 time in total.

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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 14:31 
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silverbullet:

I did a quick texture which does not look good but it shows the effect at least and it is only visible while looking at the sun. I used the sunsprite method 1 here with a screensize value of 1.0 so it would cover the whole screen.

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I will do a better texture and work on the code so it will enhance the enbsunsprite further.

EDIT;

Experimenting a bit with the texture

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And as you can see only when you look directly at the sun will it occur
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I wan't to see if I can reproduce the Crysis 3 lensflares as I think those looked great actually. Of course it didn't look like what my current texture looks like, it's just me messing around :P


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 Post subject: Re: TES Skyrim
PostPosted: 01 Jun 2013, 15:29 
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hahaha --JawZ-- that looks great :)


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