TES Skyrim 0.219

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Re: TES Skyrim 0.219

MOTOSXORPIO wrote:Remember that Boris is going to need more than just "its broken" for feedback.
Yes, and I said I was going to dig around to find more information.
If you aren't using postprocess or objectprocessing then you aren't really using enb enhancement to its fullest.
No doubt. However, I'm one of those people who actually really quite likes the look of the original game, and I use ENB because some of its features enhance that look for me. So, I'm actually quite intentionally only using a fraction of ENB's functionality, because that's how I want my game to look.

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Re: TES Skyrim 0.219

I'm getting a very clear neck seam now as well. Never had one before, didn't with 0.218 and it's appearing now. I'm using Confidence-Man's SSS settings.
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Re: TES Skyrim 0.219

The SSS Diffuse Saturation parts change the texture color you have to balance them out

though you can get rid of neck seams with those as well for problematic texture combinations such as real girls :)

The Problem with neck Seams for FaceGen are very well known they happen in many engines where it is implemented when face and body doesn't match 100%

also normalmap layer differences can cause these neck seams everything has to be optimized 100% for the texture you use in the lighting else it's gonna brake under some light condition as well
Uriel24 wrote:Can this be affected by the body nif's? I just compared A body and head meshes BSLightingShaderProperty, and it seems they differ a little. Some shader flags differ in my case. Body mesh also has "Skin Tint Color" while head mesh dont.
this is very well possible i guess "skin tint color" is a special facegen property you would need to check bethesdas resources and look @ their head and body and if it's set for both their if it is then your combination seems wrong configured by the mod maker, though it could be very well that "skin tint color" is only needed for 1 part as it is then automaticly applied for the other part as it makes no real sense to differentiate between body and face skin tint color @ all if you think logical about it.

What i don't understand with Bethesdas system is why are the base textures in such a dark colorspace by default i don't understand it the only thing i realized if it isn't it fails to produce black skin colors it seems from the skin tone sliders and thus if you change the base texture color the whole color palette becomes brighter and dark skin looks more translucent in the end so you loose a real black skin if you change away from Bethesdas default initial dark color.

I guess the System just multiplies the textures initial colors with a given RGB color ? instead of really changing the main textures color ?

Btw none of us yet made a real good realistic face color they all look artificial here :)

My current 219 results still not good :(

it also shows very nicely the color difference (that guzio tweaked a lot better to match) in both textures but that's not really of interest for now to me

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Last edited by CruNcher on 18 Sep 2013, 23:16, edited 3 times in total.
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Re: TES Skyrim 0.219

Boris said: "Forgot to say, that SubdermalMix work similar to Phase Function from VRay, partially of course. So if values are relatively low, only back and side lighting affected and less light return back to bright areas. I don't know how to name this variable to simpler understanding, so it's "mix". Current presets made by users mostly bad."

I lowered both EpidermalMix and SubdermalMix to 0.15, and the face and body color difference is barely noticeable in a daylight outside.
EDIT: I got better result with 0.10 on both. The left blond is UNP, and I always had a difficult to remove the neck seam, but with the following setting the pic is showing barely noticeable even at FOV 50 or closer.

[SUBSURFACESCATTERING]
Quality=0
Radius=5.0
Amount=0.4
EpidermalAmount=6.0
SubdermalAmount=12.0
EpidermalDiffuseSaturation=0.0
SubdermalDiffuseSaturation=0.0
EpidermalMix=0.10
SubdermalMix=0.10
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Re: TES Skyrim 0.219

Here is my current no detail shadows result slightly tweaked SSS params, there are still a lot of details getting lost (frekles layer) :(

The frekles complexion layer femaleheaddetail_frekles.dds gets lost with SSS needs color retuning i guess adapted for SSS

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Result with untweaked reflections and ibl

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Detailed Shadow result (full shadow)

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Non Detailed Shadow result

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So IBL seesm to be only need to be tweaked based on full shadow results :)


@Boris

Could you implement a backup save function :)
So that you can jump between 2 results for testing different scene results :)

so just make a complete backup of all files as soon as the save configuration is pushed and add a Load Backup button which loads these backup files if pushed :)

of course it would be crazy if you could do preset system and load individual presets with a given directory structure of different presets :)

So for example you would see different ENBs of others with their name you click on it then Apply and it loads a whole different ENB preset :)
And you could save your own results directly from inside with a save as [name of enb] in a given directory with all tod and enbefect sprite ect files :)

So for example you have

enbseries->name of enb preset->all files including that enb

that would be a major usability saver importing and loading different user presets or your own different results, without all the time replacing the entire enb preset with a different one but on the fly changing the whole preset when you need to compare some result :)
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Re: TES Skyrim 0.219

Folks, may be it's because i used tint color as multiplier to fix bright indirect lighting from hairs? I remember had issues when applied such fix when users complained regarding much brighter hairs when mod enabled (hair texture is almost white, color of hairs is texture*tintcolor). CBBE body for example with tint and colorpow applied had different colors.
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Re: TES Skyrim 0.219

ENBSeries wrote:Folks, may be it's because i used tint color as multiplier to fix bright indirect lighting from hairs? I remember had issues when applied such fix when users complained regarding much brighter hairs when mod enabled (hair texture is almost white, color of hairs is texture*tintcolor). CBBE body for example with tint and colorpow applied had different colors.
Hmm there can be very different hair meshes optimizing for one problem seems not like the right idea i have very different color issues from the base sliders depending from the mod used they can react very different with color results you get in the end out of them not every mod will match the sliders.
Especialy japanese mods and conversions have a tendency to swap into a unatural hair color space, the color will be most times very far of from what the slider show you :P

Optimizing for 1 Mod result i guess is the baddest we can do, Modders have to adapt if @ all not ENB ;)
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Re: TES Skyrim 0.219

This buggy game killing me. Tried to visualise factor of sss amount and saw the bug on terrains where sss was applied and one of shader constats was not set. Spent a lot of time trying to find where i replace this constant by wrong, then went to sleep. Woke up with idea to log shader constants setup, started the game and bug not appear any more. How in the heck debug? Just madness, this means that users may see different results and the only solution is to check constant value each time and don't trust anything.
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Re: TES Skyrim 0.219

Wow i was tweaking on some UI settings and boom it CTD when i moved the sliders fast, lost my new results :(

Best now it CTDs after loading the Savegame again, going to restart :(

Hope i can reproduce them i changed a lot damn it :(

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Re: TES Skyrim 0.219

CruNcher,
Wow, that's one sick serious face mod! :o
Is it available for download?
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