EDIT: nevermind, i forgot about parallax issues for water displacement from moving character, until fix it, no parallax.
Does anyone have textures of water (from users mods) with height map in alpha channel or separate height maps which where sources for water normal maps? I have one nice water mod, but can't find it on nexus (downloaded very long time ago) to ask author and don't want to spend several hours restoring height from normal maps (impossible by algorithms). I did parallax, but testing it with absolutely different texture, so hard to tweak water in general.
TES Skyrim 0.227
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Re: TES Skyrim 0.227
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Re: TES Skyrim 0.227
ENBSeries wrote:EDIT: nevermind, i forgot about parallax issues for water displacement from moving character, until fix it, no parallax.
Does anyone have textures of water (from users mods) with height map in alpha channel or separate height maps which where sources for water normal maps? I have one nice water mod, but can't find it on nexus (downloaded very long time ago) to ask author and don't want to spend several hours restoring height from normal maps (impossible by algorithms). I did parallax, but testing it with absolutely different texture, so hard to tweak water in general.
Yepp I made a height map for you.
The Normal is from Realistic Water two
Height in alpha:
http://www.mediafire.com/download/ff9zy ... _choppy.7z
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Re: TES Skyrim 0.227
Damn, i'm very limited with water editing, it's not the same as working on own game, you can't make textures and parameters which really important, better to reduce amount of work on water and switch to something else. Screenshot of parallax
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Re: TES Skyrim 0.227
I think it looks great, Are you sure there is no way to add parallax anyway?
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Re: TES Skyrim 0.227
I've noticed that with the enbhelper.dll plugin in place, some ENBs that use TimeofDay will have their daytime interior lighting severely dampened. I observed a similar effect with the enb_reference.esp but now that I'm looking at weathers with the helper plugin, I'm much more concerned about finding a fix for this. The ENB I'm referring to specifically is Somber (I believe all the Somber presets are affected), which has always used ToD. This seems to happen as soon as sunrise transitions start and continues until nighttime lighting is applied, at which time interiors become properly illuminated. Disabling ToD causes proper interior lighting to be applied during daytime hours (with the plugin installed). Any idea what might be causing this or what ENB authors need to do to make their presets and shaders compatible with the helper plugin while using ToD?
Last edited by Maeldun on 09 Oct 2013, 17:39, edited 1 time in total.
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Re: TES Skyrim 0.227
A big thanks to you for the effort on working with Skyrim water which you hate very much.
But lets be practical.
Skyrim water system sucks. The most obvious issue was the reflection problem in 3rd person. I felt like shooting my screen every time i swapped camera near water. But now you were able to fix it, a big improvement.
Dispersion effect is also another nice addition.
If next effect is too much problem then skip it. Because people use lots of different water mods, some only replace textures and other do big changes. So the problem goes double.
Only thing that remains a torture to eye is waterfalls. Some new mods have done great job to fix them but i am still not satisfied. Depending on weather mods and enb presets, waterfalls still looks awful and very hard to get it natural looking while keeping everything else normal.
If you have any idea that does magic to waterfall meshes and turns them into something awesome (i am asking this because you were able to make rain and snow awesome) then that would be some big improvement.
Maybe i am writing stupid things, but i just wanted to say what i imagine.
But lets be practical.
Skyrim water system sucks. The most obvious issue was the reflection problem in 3rd person. I felt like shooting my screen every time i swapped camera near water. But now you were able to fix it, a big improvement.
Dispersion effect is also another nice addition.
If next effect is too much problem then skip it. Because people use lots of different water mods, some only replace textures and other do big changes. So the problem goes double.
Only thing that remains a torture to eye is waterfalls. Some new mods have done great job to fix them but i am still not satisfied. Depending on weather mods and enb presets, waterfalls still looks awful and very hard to get it natural looking while keeping everything else normal.
If you have any idea that does magic to waterfall meshes and turns them into something awesome (i am asking this because you were able to make rain and snow awesome) then that would be some big improvement.
Maybe i am writing stupid things, but i just wanted to say what i imagine.
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Re: TES Skyrim 0.227
@Boris
The sky/clouds water bug seems OK now with your fix, but aurora borealis are still having this bug.
Could you have a look at it too ?
The sky/clouds water bug seems OK now with your fix, but aurora borealis are still having this bug.
Could you have a look at it too ?
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Re: TES Skyrim 0.227
klotim
Parallax is not much visible with standart water textures, because it's just standart parallax like on walls in TES Oblivion or in parallax mods for Skyrim, not parallax occlusion or offset mapping (which are too slow for wasting performance for water with 3 height/normal textures instead of 1). Don't know yet, i can ignore displacement texture of character movement in water, then don't see problems with parallax. And i need somehow visualize waves to give it more volumetric look, not from reflections visibility only, tried to lit waves as fake scattering and it works, but when water is too much transparent, it not visible. Correction for frennel when reflection vector intersect water also helps, but it's again fake and without displacement or high quality parallax looks not nice.
Maeldun
I'll try to find the issue you have, may be reading time from sun data have higher priority than helper plugin.
DigitalPrinceX
I can't do anything to waterfalls without editing properties meshes, so it's the job for Mindflux after i'll finish current work with water, to make sure waterfalls fit to water.
dricks2222
Will try, but not sure.
Screenshot of caustics, i can't compute it properly, because real effect is very performance hungry, but won't use static or animated texture, so tried to generate dynamically from water textures, in general looks good enough
Parallax is not much visible with standart water textures, because it's just standart parallax like on walls in TES Oblivion or in parallax mods for Skyrim, not parallax occlusion or offset mapping (which are too slow for wasting performance for water with 3 height/normal textures instead of 1). Don't know yet, i can ignore displacement texture of character movement in water, then don't see problems with parallax. And i need somehow visualize waves to give it more volumetric look, not from reflections visibility only, tried to lit waves as fake scattering and it works, but when water is too much transparent, it not visible. Correction for frennel when reflection vector intersect water also helps, but it's again fake and without displacement or high quality parallax looks not nice.
Maeldun
I'll try to find the issue you have, may be reading time from sun data have higher priority than helper plugin.
DigitalPrinceX
I can't do anything to waterfalls without editing properties meshes, so it's the job for Mindflux after i'll finish current work with water, to make sure waterfalls fit to water.
dricks2222
Will try, but not sure.
Screenshot of caustics, i can't compute it properly, because real effect is very performance hungry, but won't use static or animated texture, so tried to generate dynamically from water textures, in general looks good enough
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Re: TES Skyrim 0.227
Nice Boris how does it look underwater ?
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Re: TES Skyrim 0.227
Fuck me, that looks good !ENBSeries wrote: Screenshot of caustics, i can't compute it properly, because real effect is very performance hungry, but won't use static or animated texture, so tried to generate dynamically from water textures, in general looks good enough
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