TES Skyrim 0.227

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Re: TES Skyrim 0.227

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
Skyrim with water caustics! impressive :P
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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.
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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

far327
Vanilla textures.

Here is video http://youtu.be/CO-Y7OCnnYM
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Re: TES Skyrim 0.227

WHAT THE!!! ???

MIND BLOWN!!

This is leaps and bounds better than OBGE water caustics.
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Re: TES Skyrim 0.227

Boris
:shock:
Holy shit ! Now that's something !
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Re: TES Skyrim 0.227

Oyama wrote:
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.
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.
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.
Can't wait for an update! Really looking forward to it myself.
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 ;)
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.

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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Re: TES Skyrim 0.227

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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WOW! Minds blown! :shock:

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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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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