Enhanced Lighting for ENB, updated 25 November-14

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Which part of ELE will you be using? To see which I should spend more time on.

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Posts: 50
Joined: 10 Jun 2013, 11:07
Location: London, UK

Re: Enhanced Lightning for ENB

All about the process, isn't it. :) I'll follow your advise, yet again.

You're really teasing the next release! All those amazing changes you showed a couple of days ago and an ENB preset to boot!

Speaking of, your light bulb module, is it 'brand new' or are you basing it off your work on Relighting Skyrim? Apologies if this has been answered before.

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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08

Re: Enhanced Lightning for ENB

Yeah it is.

Sorry about that but it is mainly to show the effects my changes have done so I can get some input on it.

It's created from scratch, the approach I'm doing the mod is very similar though but I have learned a couple of new tricks since then ;)

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Re: Enhanced Lightning for ENB

Oh no - don't say sorry. Teasing isn't necessarily a bad thing, it just means I want the update even more! :)

Man, so excited.

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Re: Enhanced Lightning for ENB

Fequois:

Ok ;)


Here is Broken Tusk Mine with both Imagespace and Light Bulb modules active.

Vanilla
Image

ELE
Image

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Joined: 10 Jun 2013, 11:07
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Re: Enhanced Lightning for ENB

As you know, I quite like well-lit environments, but man... one word: stunning.

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Re: Enhanced Lightning for ENB

There is the same visual amount of light bulbs in that interior (I have 1 non shadow light per shadow light when possible) and if you look closer and compare how the non lit areas are in "blackness" you should see the rock details in ELE but not in the vanilla picture.

I don't rely on contrast to make the non lit parts dark, whether it be an exterior or interior cell.

The torch lights had too low intensity in that picture, that is corrected now. I have also got a better fire color going on now too, less reddish.

Thanks for the comment :)


EDIT:


So I reached a Dragonborn Dwemer dungeon and it was time to work on the Dwemer Light Bulbs. Now I have always found that the Light sources of the Dwemer resembles a Storm Lighter which in reality does not give off much light at all compared to an Old fashioned Lighter. So I grabbed some reference pictures that used the Storm Lighter method and also fire that used Ethanol, Methanol and isopropyl alcohol as fuel which creates a "blue flame" and worked with that.

Here are the results;

Vanilla - If you look closely there are two light sources on top of each other with different size proportions.
Image

ELE - I fixed it and whenever I encounter such huge Light Source overlooks by Bethesda I will fix them. Also there was a Light bulb behind the big pipes on the left in the air with a radius of 3500 which I removed, reason for it being so much darker.
Image


Vanilla - The focus was on the left wall and had strong shadows beneath the Dwemer Light source as if the crystals was emitting stronger light
Image

ELE - New light and proper placement of the Light Bulbs, I will add 1 more crystal Light Bulb here.
Image


So did I succeeded in making the Dwemer lights coloring better in my first attempt?
Oh and these pictures was taken without ENB. I usually just use a vanilla preset with Detailed shadows activated for comparison shots anyway, makes the performance better when having 2 CK's up and running + Skyrim itself, loading times are better during testing ;)

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Joined: 10 Jun 2013, 11:07
Location: London, UK

Re: Enhanced Lightning for ENB

Oh yes, I love that you fix the lighting issues. I hate it when textures burn out because a light is too intense like so often in vanilla Skyrim! Your version is definitely much better. Makes me wonder why they didn't do this in the first place...

The Dwemer lights are also much better now. Natural lighting at last! No more turquoise, Fallout 3-ish light. I can imagine the atmosphere being much better down there, now that it looks believable. As I mentioned, I don't understand what Bethesda were thinking when doing lighting in this game. The Dwemer dungeons look really dumb by default. In the second example, in particular, detail is lost in the blue ash pile or whatever it is, not to mention that it looks like you're swimming in a irradiated underwater dungeon.

So much better now!

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Re: Enhanced Lightning for ENB

Intense lights + intense bloom is what Dwemer dungeons are like, does not look good in my opinion.

I always stay within that boundary of not making the texture white, sunlights are the strongest and is on the brink of making blinding white surfaces.

The overall atmosphere they created was not that bad but poorly executed and felt rushed in most cases. Then you should see how the big hall was done 2 3500 radius light bulbs placed in the air and they called it a day :roll:. I have now added Light sources to the "towers" that resided in that hall so it had some sort of proper lighting that lit the ways of the inhabitants path.

It's some sort of crystal actually and can be found in some dungeons.

Glad you like the changes Fequois :)

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Joined: 18 Jul 2012, 09:46
Location: Bangladesh

Re: Enhanced Lightning for ENB

You are making me have high blood pressure everytime you post a ss xD
Give us alpha 4 already !!!
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Joined: 15 Jun 2013, 17:11

Re: Enhanced Lightning for ENB

Hey JawZ,
I just registered to tell you that I truly appreciate all of the work that you have put into this project and to keep up the good work.

Also, one quick question: At this point in development would you recommend your light bulbs module over Relighting Skyrim or vice-versa? Seeing as you've worked on both I figured that you were the best person to ask. :D

Thanks again for all of your hard work,
- Incommendatus
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