Enhanced Lighting for ENB, updated 25 November-14
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- *sensei*
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Re: Enhanced Lightning for ENB, updated 07/25
Looks good --JawZ--! I see what you mean in the Sovngarde Dark images. The vanilla looks like it's only using one color for all the lighting (including the fire), but the ELE shows some variance. I think I can still see some green on those trees in the background, and no purple fire.....yes! CoT suffers from similar issues as the vanilla weather-lighting. Ohhh....my head hurts.
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- *blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 07/25
Thanks Bronze
Still work to be done in the Directional Ambient color as it has a too strong blue color. That you should see as it is "quite" visible from my end as well
The fog needs to be a bit darker as well as the volumetric Fog and FX fog.
What do you think of the Nebula/Sky "clouds and FX effects, I thought I would slightly desaturate parts of them to get more vanilla like colors to them as they seem to be a bit too strong colored, some of them at least.
Still work to be done in the Directional Ambient color as it has a too strong blue color. That you should see as it is "quite" visible from my end as well
The fog needs to be a bit darker as well as the volumetric Fog and FX fog.
What do you think of the Nebula/Sky "clouds and FX effects, I thought I would slightly desaturate parts of them to get more vanilla like colors to them as they seem to be a bit too strong colored, some of them at least.
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- *sensei*
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Re: Enhanced Lightning for ENB, updated 07/25
Yeah, the Nebula has a bit too much green. Balancing the colors would match the ambience of the scene, but I'm not sure how much of the ambient blue color you will remove, probably not a lot. A little bit goes a long way.
On a side note, I've noticed some flickering lights with ELFX when using the recent binaries, so......ELFX is out of my game now and I'll be doing some ELE testing for a while and promote the use of it on my mod pages. And if there's any trouble I'll send them your way! Nah, jk.
On a side note, I've noticed some flickering lights with ELFX when using the recent binaries, so......ELFX is out of my game now and I'll be doing some ELE testing for a while and promote the use of it on my mod pages. And if there's any trouble I'll send them your way! Nah, jk.
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Re: Enhanced Lightning for ENB, updated 07/25
Precisely, both of them will have slight removal of their strongest colors only, just to bring forth a more neutral color for them.
I'm working on covering the exteriors with my Light Bulbs. I've covered perhaps 30% of all Skyrim exteriors so far and Sovngarde, Whiterun & Windhelm 100%. None of the DLC yet though.
So for the interiors I recommend Relighting Skyrim with ELE Plugin - Relighting Skyrim.esp, that alters the colors to more natural looking emitting light bulbs color.
I'm working on covering the exteriors with my Light Bulbs. I've covered perhaps 30% of all Skyrim exteriors so far and Sovngarde, Whiterun & Windhelm 100%. None of the DLC yet though.
So for the interiors I recommend Relighting Skyrim with ELE Plugin - Relighting Skyrim.esp, that alters the colors to more natural looking emitting light bulbs color.
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Re: Enhanced Lightning for ENB, updated 07/25
--STATUS UPDATE--
I've just been accepted to a school to extend my knowledge within the CNC operating system and general industrial learning with a bunch of other "bonus" learning embedded in to the course.
So currently I don't know how much work I will be able to put into my game projects during that education period.
However until I start the education I will make sure to work on it as much as possible and make sure to release my latest bundle of module updates so that most of them can be used for a game play-through.
I've just been accepted to a school to extend my knowledge within the CNC operating system and general industrial learning with a bunch of other "bonus" learning embedded in to the course.
So currently I don't know how much work I will be able to put into my game projects during that education period.
However until I start the education I will make sure to work on it as much as possible and make sure to release my latest bundle of module updates so that most of them can be used for a game play-through.
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- *blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 07/25
Hey big congrats JawZ! No worries here - life first
If you do release a new packaged bundle that would be great. Would like to see if I can get ELE working with Somber but been waiting for the next release first. Course I still have to figure out enough to know how to get it working with Somber in the first place :p Printed off 75+ pages from your various files and working my way through them very slowly.
If you do release a new packaged bundle that would be great. Would like to see if I can get ELE working with Somber but been waiting for the next release first. Course I still have to figure out enough to know how to get it working with Somber in the first place :p Printed off 75+ pages from your various files and working my way through them very slowly.
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Re: Enhanced Lightning for ENB, updated 07/25
Thanks wolfgrimdark I've also started an "offline"/home school education to learn a new 3rd language and perhaps a fourth one as well
The next release will cover these things, in a rough estimate;
ELE - Weathers will have all Day & Nights covered for every weathers and just a few with 24/7 coverage. As I have achieved a great templates for the days and night and those two time periods do not look that different, except between Clear, Cloudy, Foggy, Rainy, Snow and Storm variations of course but between different Clear weathers for example there is not that big difference between them on a regular basis. Talking about how Real clear weathers differs between each other here.
ELE - Imagespaces will mostly just have color adjustment applied to all of the modules.
ELE - Light Bulbs I dropped the old ones and tossed those away and started from the ground up as I decided to do a new separate module, ELE - FX Effects. Also separated the Light Bulbs to exterior and interior modules. Reason for this is because I noticed some errors with TES5EDIT when both removing and combining mods that I did not want to correct manually
ELE - FX Effects will handle every FX effect such as Dust/Mist/Smoke beams and sprites, assigned emittance values to windows and FX effects. There will be some minor FX effect edits in the Light Bulbs module but that is only when I move/add or remove a light source.
And the other modules will receive content and adjustment updates.
The next release will cover these things, in a rough estimate;
ELE - Weathers will have all Day & Nights covered for every weathers and just a few with 24/7 coverage. As I have achieved a great templates for the days and night and those two time periods do not look that different, except between Clear, Cloudy, Foggy, Rainy, Snow and Storm variations of course but between different Clear weathers for example there is not that big difference between them on a regular basis. Talking about how Real clear weathers differs between each other here.
ELE - Imagespaces will mostly just have color adjustment applied to all of the modules.
ELE - Light Bulbs I dropped the old ones and tossed those away and started from the ground up as I decided to do a new separate module, ELE - FX Effects. Also separated the Light Bulbs to exterior and interior modules. Reason for this is because I noticed some errors with TES5EDIT when both removing and combining mods that I did not want to correct manually
ELE - FX Effects will handle every FX effect such as Dust/Mist/Smoke beams and sprites, assigned emittance values to windows and FX effects. There will be some minor FX effect edits in the Light Bulbs module but that is only when I move/add or remove a light source.
And the other modules will receive content and adjustment updates.
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Re: Enhanced Lightning for ENB, updated 07/25
Started working on textures again, this time it's stars, constellations and such.
Only stars shown here though!
Vanilla stars
ELE "Nebula" stars
ELE "Earth" stars
And no these are not all the stars that can be viewed in the night sky in Real Life, for that to be possible I would require a sick fish eye lens with a very wide focal length.
Only stars shown here though!
Vanilla stars
ELE "Nebula" stars
ELE "Earth" stars
And no these are not all the stars that can be viewed in the night sky in Real Life, for that to be possible I would require a sick fish eye lens with a very wide focal length.
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- *master*
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Re: Enhanced Lightning for ENB, updated 07/25
MOARRRR Stars IMO!!! Love the look though...
I really like the way the sky looks in an area where there is no light pollution and you can see millions/billions of stars in the sky..
i.e Higher Star Density
I really like the way the sky looks in an area where there is no light pollution and you can see millions/billions of stars in the sky..
i.e Higher Star Density
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Re: Enhanced Lightning for ENB, updated 07/25
Thanks
Yeah that's true and I like that as well but what I don't like is to have all stars to be of the same intensity that just makes it feel and look wrong.
It should be more varied in intensity and also in size, size should be a very minimal but yet "detail" noticeable difference.
This is how it looks during a clear "non-polluted" night sky.
Not all of those stars are perceived by the human eye though, as the light "pulse" is either too slow or too dim to be "captured" by the eye.
Yeah that's true and I like that as well but what I don't like is to have all stars to be of the same intensity that just makes it feel and look wrong.
It should be more varied in intensity and also in size, size should be a very minimal but yet "detail" noticeable difference.
This is how it looks during a clear "non-polluted" night sky.
Not all of those stars are perceived by the human eye though, as the light "pulse" is either too slow or too dim to be "captured" by the eye.