lol i see. What's the difference if you use the DNI factor in enbbloom.fx comparing to changing the DNI parameters in enbseries.ini?Oyama wrote:Nope, ENightDayFactor and EInteriorFactor in the enbbloom.fx.wonderfulmore wrote:Oyama:
What hidden vars under bloom you mean? Sunrise/sunset?
I'm always looking at the shaders before looking at the new inis parameters.... I'm twisted by the coding side .... :?
TES Skyrim 0.175 beta
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Re: TES Skyrim 0.175 beta
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Re: TES Skyrim 0.175 beta
There are TONS of parameters and vars that are NOT separated in the .ini. (for the sake of us all )wonderfulmore wrote: lol i see. What's the difference if you use the DNI factor in enbbloom.fx comparing to changing the DNI parameters in enbseries.ini?
Also, some effects can be added in the shader (anamorphic lens flares, additional saturation, etc..) but not in the .ini.
Basically, if you use the factors in shader, you can intervene right in the code to adapt values for D, N and I.
I'll release my own separated bloom shader soon, you'll have a look
On a side note, Boris, sorry for the complete off-topic
The vars are still present in the weathers inis, though.... :?wonderfulmore wrote:Boris:
When I compare with ver168, I found the Bloom Contrast parameters were gone in the v175 ini. Are they replaced by something else? Otherwise I'd be very sad.
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Re: TES Skyrim 0.175 beta
Dinkledorf
Oyama
wonderfulmore
No, they are still active when mixing is lower than 1.regular Ambient light settings (Intensity and Curve) are no longer used?
Oyama
No. Everything linked to the fog and changes automatically, clear weather - higher ssao distance, foggy weather - low distance, any changes only bring artifacts.could it be ever possible to re-implement separated FadeFogRanges under SSAO section ? Would a Sunrise / Sunset addition be possible as well ?
wonderfulmore
They are obsolette and was used only in gta4 version.I found the Bloom Contrast parameters were gone in the v175 ini.
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Re: TES Skyrim 0.175 beta
Would you advice to leave it unchanged at 1.0, then ? Is it better in order to work accordingly to weather conditions ?ENBSeries wrote: No. Everything linked to the fog and changes automatically, clear weather - higher ssao distance, foggy weather - low distance, any changes only bring artifacts.
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Re: TES Skyrim 0.175 beta
Thanks Boris, makes sense.
OK, time to embarrass myself but what does AdditionalConfigFile option in [GLOBAL] actually do? I never used it before and I have just now speculated that it provides ability to split enbseries.ini into two (or more) files which would be combined by ENB to ease editing. Meaning, I could take some settings from enbseries.ini (perhaps those that I never change) and place them in the "additional file" and thus make enbseries.ini smaller and easier to manage. I tried that and it did not work.
Or is it to identify additional shader files?
OK, time to embarrass myself but what does AdditionalConfigFile option in [GLOBAL] actually do? I never used it before and I have just now speculated that it provides ability to split enbseries.ini into two (or more) files which would be combined by ENB to ease editing. Meaning, I could take some settings from enbseries.ini (perhaps those that I never change) and place them in the "additional file" and thus make enbseries.ini smaller and easier to manage. I tried that and it did not work.
Or is it to identify additional shader files?
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Re: TES Skyrim 0.175 beta
Oyama
Can't say, 1 means fading equal to fog fading, but in foggy weather this seems ssao too much for me, may be 5 max.
Dinkledorf
It's like you said. Don't know why it doesn't work, from time to time i break this feature, may be also in new version it's wrong.
Can't say, 1 means fading equal to fog fading, but in foggy weather this seems ssao too much for me, may be 5 max.
Dinkledorf
It's like you said. Don't know why it doesn't work, from time to time i break this feature, may be also in new version it's wrong.
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Re: TES Skyrim 0.175 beta
New sun parameters are fantastic. I can finally have a bright sun using the glow value without the bright disc around the sun you get from increasing the intensity.
Good stuff, Boris!
Good stuff, Boris!
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Re: TES Skyrim 0.175 beta
I don't see any change when I am editing the new ambient light settings. They are for the sky, correct? Should I increase my ambient intensity or something?
edit:nm, need to set colorfilteramount to 1
edit:nm, need to set colorfilteramount to 1
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Re: TES Skyrim 0.175 beta
Some observations so far:
1. I tried the SSS with really high values and I have not been able to produce the previous glowing edge so looks good so far although I have never used SSS to any great extent but am likely to give it a closer look now
2. Directional Ambient values do not affect grass, only "objects" (grass is special in Skyrim apparently). However, AmbientIntensity and AmbientCurve do affect grass and if AmbientColorFilter is set to 1.0, directional ambient affects everything but grass (so far as I can see) and AmbientIntensity and AmbientCurve affect only grass. Not sure if this is intentional or not.
When I was playing around with the CK, I could swear that the same is true using it whereby Directional Ambient values did not affect grass and only the single Ambient value did.
1. I tried the SSS with really high values and I have not been able to produce the previous glowing edge so looks good so far although I have never used SSS to any great extent but am likely to give it a closer look now
2. Directional Ambient values do not affect grass, only "objects" (grass is special in Skyrim apparently). However, AmbientIntensity and AmbientCurve do affect grass and if AmbientColorFilter is set to 1.0, directional ambient affects everything but grass (so far as I can see) and AmbientIntensity and AmbientCurve affect only grass. Not sure if this is intentional or not.
When I was playing around with the CK, I could swear that the same is true using it whereby Directional Ambient values did not affect grass and only the single Ambient value did.
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Re: TES Skyrim 0.175 beta
Dinkledorf:
There is 2 ambient settings for the weathers, the first one affects grass texture and LOD trees and apparently also is in use in a script that determines when the guards and other NPC's takes out there torches as it is considered dark with low enough Ambient value (Not confirmed the last one though) then there is the Directional Ambient that Boris has implemented control to via the ENBSeries.
So it functions as it should, the old Ambient intensity works as it used to do by brightening the whole scene ambient brightness while the new applies the color/saturation to remove the necessity of going in to the CK and changing the Directional Ambient color to create proper looking shadows.
There is 2 ambient settings for the weathers, the first one affects grass texture and LOD trees and apparently also is in use in a script that determines when the guards and other NPC's takes out there torches as it is considered dark with low enough Ambient value (Not confirmed the last one though) then there is the Directional Ambient that Boris has implemented control to via the ENBSeries.
So it functions as it should, the old Ambient intensity works as it used to do by brightening the whole scene ambient brightness while the new applies the color/saturation to remove the necessity of going in to the CK and changing the Directional Ambient color to create proper looking shadows.