Skyrim with water caustics! impressiveENBSeries 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
TES Skyrim 0.227
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.227
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Re: TES Skyrim 0.227
Agreed, looks damn impressive.
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Re: TES Skyrim 0.227
CruNcher
Caustic not work underwater, yet.
Caustic not work underwater, yet.
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Re: TES Skyrim 0.227
Oh wow! Caustics look so real! Curious, are you just using Vanilla water for that shot?
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Re: TES Skyrim 0.227
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Re: TES Skyrim 0.227
WHAT THE!!! ???
MIND BLOWN!!
This is leaps and bounds better than OBGE water caustics.
MIND BLOWN!!
This is leaps and bounds better than OBGE water caustics.
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Re: TES Skyrim 0.227
Boris
Holy shit ! Now that's something !
Holy shit ! Now that's something !
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
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- *master*
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Re: TES Skyrim 0.227
Can't wait for an update! Really looking forward to it myself.Oyama wrote:The enblens shader doesn't feature any Alpha sampling for the postpass, and is not meant to be used for sunsprites, though its main basics are similar.skysan4298 wrote:I tried to use the ENB default enblens.fx with a color picture with rainbow effect lens flare,
but the colored flare picture from the enblensmask.png is displayed just white color like
a scratch on the lens. Here's the rainbow lens flare example from the Tomb Raider game, so am I using the wrong shader?
Oh BTW, what happened to Kyo's ENB mods from the Nexus site? All his mods are hidden.
Its texture-dedicated pass is dirty-lens intended.
I'm currently finishing coding the enblens shader to add more choices.
Currently done :
Anamorphic Lens Flare with Timer variables for tint components, length, intensity
Tinting functions for the texture and tint multiplier for the lens (added upon the basic color reflection factors)
Timer related color factors (allows for different moods ingame according to the lens colors)
Parameters to control opacity / intensity of texture (upon enbseries.ini vars)
Different texture blur shapes
etc...
All DNI separated.
Sorry to hear that. It is always saddening to hear someone has hidden or removed their mods because of the bad apples in the comments or forums. I understand the frustration. There is no reason for the attitudes people all too frequently exhibit, especially when so many people invest so much of their own personal time into things they give away FOR FREE.Oyama wrote: I've been hiding my mods on Nexus since I'm pissed off with people attitude.
I needed some time to code properly without caring for demands.
Also, I noticed that a lot of people are using my code modifications, but none have been taking them further, and it's a real pity since I'm no code monkey. I consider we're stronger when several minds think rather than one.
I'm sure Boris knows that feeling. He offered us great opportunities, and we're just scratching the surface.
Everyone bothers about inis parameters, etc... and a few care about the shaders themselves, where the real possibilities are lying.
You try to do something, and you're alone trying...
Well, Matso just contacted me about codes, so maybe we'll go further together
Just want you to know that there are those of us who really appreciate the effort you have put into your ENB configs, that we understand the amount of time and effort involved, and that we are happy to wait until you are satisfied with the results before you share another update. I'm happy to be patient, so please don't feel pressured. Ignore the brats.
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Win 8.1 x63 | i7 920@4.35Ghz/12Gb RAM | ASUS Rampage II Ext. | EVGA 760 4gb (2-way SLI) | OCZ Agility II 128Gb SSD
Kountervibe ENB Extensive (CoT tweaks) (0.243) | Uber SMAA+1.0 SSAO+DOF @ 4k 2160p (20fps)/1440p (35-45fps+)/1080p (40-90fps)
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Re: TES Skyrim 0.227
WOW! Minds blown!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
Will this work with water mods? I use Pure Waters, and I've used W.A.T.E.R. in the past. I think the third major water mod is Real Water Two.
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Win 8.1 x63 | i7 920@4.35Ghz/12Gb RAM | ASUS Rampage II Ext. | EVGA 760 4gb (2-way SLI) | OCZ Agility II 128Gb SSD
Kountervibe ENB Extensive (CoT tweaks) (0.243) | Uber SMAA+1.0 SSAO+DOF @ 4k 2160p (20fps)/1440p (35-45fps+)/1080p (40-90fps)
Win 8.1 x63 | i7 920@4.35Ghz/12Gb RAM | ASUS Rampage II Ext. | EVGA 760 4gb (2-way SLI) | OCZ Agility II 128Gb SSD
Kountervibe ENB Extensive (CoT tweaks) (0.243) | Uber SMAA+1.0 SSAO+DOF @ 4k 2160p (20fps)/1440p (35-45fps+)/1080p (40-90fps)
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Re: TES Skyrim 0.227
I don't know what "WATER" mod is, only saw several times that it produce bugs, so probably it scripts based or skse. All mods which modify only water textures are supported, but better to change normal maps for height in alpha channel.
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