@Ohkay
Great saturation
also this Specular on the Metal looks nice the whole armor get a feel of very rough Metal
@Forest
some of these shots look really nice though the "motion blur" is a little heavy also the ghosting artifacts occurring @ motion look strange. Also that sometimes half of the screen is clear the rest blurred makes it feel strange.
It's really nice to see how the rendering changes especially for the hagraven you can clearly see the render difference also depending on the lod and fov it seems i wonder if this is partially also a result of the light lod fade.
For a 3rd Person Gaming Experience this would be a really nice result, how fast was this result rendered ?
Only problem the cloth which should be fabric feels like plastic especially on the arm also very apparent on the hagravens head (hair specular). Maybe turning down the specular shifting it can get some nicer not so apparent plastic material results, i guess for the Player characters Head (hair) we don't see it so well because of all the Blur.
The lower fabric Render result "skirt" looks much much better without any specular and only the light
Which cloth "armor" is this and which sword ?
Overall a very nice result
it's a pity that we cant recall the scenes and camera setups i would really have loved to see how this turned out in 1st person
TES Skyrim
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Re: TES Skyrim
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85% of graphics research is about who can finally make Sponza look good.
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Perfection is the greatest enemy of photorealism.
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Re: TES Skyrim
mindflux, thanks
Confidence-Man, i have the same issue, did not find a solution (put everything to 0 and windows still glow, not all of them). Also, i notice the aurora intensity in a Sovngarde don't refresh in a real time, and i can not control the intesity of this
(enb 155, CoT, APPLYGAMECOLORCORRECTION is disabled - maybe to enable this)
and this is from the previous config
Confidence-Man, i have the same issue, did not find a solution (put everything to 0 and windows still glow, not all of them). Also, i notice the aurora intensity in a Sovngarde don't refresh in a real time, and i can not control the intesity of this
(enb 155, CoT, APPLYGAMECOLORCORRECTION is disabled - maybe to enable this)
and this is from the previous config
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Re: TES Skyrim
wrien, good new start so far.
Looking forward how it'll develop.
Zero, that shot with the old imperial is awesome.
Dancing to the Witchers tavern music with insomia_jt's enb and a lowres jar full of ale
Whiterun fiew while using The need to urinate..
Looking forward how it'll develop.
Zero, that shot with the old imperial is awesome.
Dancing to the Witchers tavern music with insomia_jt's enb and a lowres jar full of ale
Whiterun fiew while using The need to urinate..
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Re: TES Skyrim
Canlocu
Grass mods are (here's again...) from Skyrim Flora Overhaul, then Dat Grass by JZE.
CruNcher
oh you really like those saturation! that was the last of that type for me. this is all new presets from below... :ugeek:
Something's old, is new again
Grass mods are (here's again...) from Skyrim Flora Overhaul, then Dat Grass by JZE.
CruNcher
oh you really like those saturation! that was the last of that type for me. this is all new presets from below... :ugeek:
Something's old, is new again
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Re: TES Skyrim
Confidence-Man & saltr
If you're using my particle patch, I guess that means I haven't come across those effects yet - especially for light shafts, there's a huge amount and all need to be checked individually.
If you're using my particle patch, I guess that means I haven't come across those effects yet - especially for light shafts, there's a huge amount and all need to be checked individually.
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Re: TES Skyrim
Great pictures all, will post something when I get colors more right inn new setup^^
Confidence-Man
If you are using latest ENB´s:P
Noticed some Indoor glow around windows and maybe lightshafts seem to have their own weather code:>
Also indoor fog seem to have their own code:> These code will not be detected I think, and have to be added manual
Confidence-Man
If you are using latest ENB´s:P
Noticed some Indoor glow around windows and maybe lightshafts seem to have their own weather code:>
Also indoor fog seem to have their own code:> These code will not be detected I think, and have to be added manual
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Re: TES Skyrim
@ OhKay Hmm I use that too, must be one of the 2k texture packs that changed the plant... Your landscapes are looking great. I noticed so far that when most people have great landscapes, the look and texture of the actors skin becomes anime looking. Almost like if you want saturation in the environment you lose realistic skin look. ATM I been fighting with real life looking complexion and keeping my environment popping. Yesterday I switched from Project Reality to Seasons ENB. Project seems to be clearer, but Seasons has color pop with little more realistic actor complexions I am looking for. I post some pics after I tweak it a bit.
/Cheers
/Cheers
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Re: TES Skyrim
Yersinia79:
That is most likely caused by the assigned emittance to those effects, emittance uses weathers to have a dynamic range of different RGB colors based on the time of day.
Emittance time cycle types;
Normal region weathers such as Pine Forest - SkyrimClear, SkyrimCloudy, SkyrimFog etc
FXWeatherSunlight - Only has RGB values to affect the emittance and nothing else, except for the Sun glare and Moon glare for some reason with a 255 RGB value.
FXWeatherInvertDayNight - The way it was meant to work was to assign the RGB values of the nights to the days and vice versa so it would have Night emitting lights during days. But the RGB values was poorly assigned by Bethesda. It was either sunset or sunrise that had a black/0 RGB value to it
Then there are other similar FXWeathers with different RGB values assigned to them.
The emittance can be assigned to static, light bulbs, FX effects such as "candle" glow and dust/sun beams.
That is most likely caused by the assigned emittance to those effects, emittance uses weathers to have a dynamic range of different RGB colors based on the time of day.
Emittance time cycle types;
Normal region weathers such as Pine Forest - SkyrimClear, SkyrimCloudy, SkyrimFog etc
FXWeatherSunlight - Only has RGB values to affect the emittance and nothing else, except for the Sun glare and Moon glare for some reason with a 255 RGB value.
FXWeatherInvertDayNight - The way it was meant to work was to assign the RGB values of the nights to the days and vice versa so it would have Night emitting lights during days. But the RGB values was poorly assigned by Bethesda. It was either sunset or sunrise that had a black/0 RGB value to it
Then there are other similar FXWeathers with different RGB values assigned to them.
The emittance can be assigned to static, light bulbs, FX effects such as "candle" glow and dust/sun beams.
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Re: TES Skyrim
I think some peculiarities of my settings exaggerated how bright they are, I ended up adjusting everything and I've got it pretty much fixed. It would be nice to be able to adjust those things though.mindflux wrote:Confidence-Man & saltr
If you're using my particle patch, I guess that means I haven't come across those effects yet - especially for light shafts, there's a huge amount and all need to be checked individually.
Before:
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NLA v.2.0 beta - A test version of the latest NLA release.
Natural Lighting and Atmospherics for ENB - A Skyrim weather mod and preset.
High-Res bark textures - Some bark textures I made.
Dark Souls 2 ENB preset - Preset for Dark Souls 2.
NLA v.2.0 beta - A test version of the latest NLA release.
Natural Lighting and Atmospherics for ENB - A Skyrim weather mod and preset.
High-Res bark textures - Some bark textures I made.
Dark Souls 2 ENB preset - Preset for Dark Souls 2.