Ok thanks for taking the time to share this with me.
It looked better than what I suspected it would look like, thought it would be a mess of hexagons but it was actually very subtle instead.
The amount not the strength of the effect
--JawZ-- ENB resources, updated 15 september-14
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
LOL 63mb for a texture!!!Here's the first lens I created, though this is "low quality" compared to the others;
Tried unmodified, here's a pic - seams to squash the texture if not square..
There's some interesting things going on there though.. look forward to some further lenses
The lens mask feature has a lot of potential I think.. (with some skilled artists such as yourself of course!)
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Whenever I create a texture I use 4k resolutions sometimes 8k, very rare though, and then I either save them in
multiple resolutions or leave them at their initial res.
And also I don't use any compression either, it's such a simple and fast process anyway so I let the end user
have the option of applying a compression method of their own choosing.
Good to know it should be squared resolution's.
multiple resolutions or leave them at their initial res.
And also I don't use any compression either, it's such a simple and fast process anyway so I let the end user
have the option of applying a compression method of their own choosing.
Good to know it should be squared resolution's.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Hi JawZ, I've been using your Mixed enbeffect.fx for a while now and I just have a few reports/questions:
The Diffuse Bloom doesn't seem to do anything no matter how much I change its parameters' values.
Enabling the HSV color correction causes red squiggly lines to appear on everything even with default values. It's most noticeable on auroras and makes me feel like I'm on acid. The problem seems to be caused by fColorHueMultExt. Increasing this seems to shift the colors as intended, but the red noise moves along with them. Here's a screenshot: http://img29.imageshack.us/img29/2179/mrzz.jpg
Do you know of a way to blend the vanilla bloom with the ENB bloom while ApplyGameColorCorrection is off? I really don't want any vanilla post-processing, but the vanilla bloom seems to give objects like clouds a very nice and tight highlight compared to the high-radius enb bloom.
I would like to port the HD6 crisp bloom over to your Mixed enbeffect.fx, but I'm not sure what I should copy. I forgot to mention that the crisp bloom has never worked as intended for me when using your HD6 enbeffect.fx in the past.
The Diffuse Bloom doesn't seem to do anything no matter how much I change its parameters' values.
Enabling the HSV color correction causes red squiggly lines to appear on everything even with default values. It's most noticeable on auroras and makes me feel like I'm on acid. The problem seems to be caused by fColorHueMultExt. Increasing this seems to shift the colors as intended, but the red noise moves along with them. Here's a screenshot: http://img29.imageshack.us/img29/2179/mrzz.jpg
Do you know of a way to blend the vanilla bloom with the ENB bloom while ApplyGameColorCorrection is off? I really don't want any vanilla post-processing, but the vanilla bloom seems to give objects like clouds a very nice and tight highlight compared to the high-radius enb bloom.
I would like to port the HD6 crisp bloom over to your Mixed enbeffect.fx, but I'm not sure what I should copy. I forgot to mention that the crisp bloom has never worked as intended for me when using your HD6 enbeffect.fx in the past.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Bloom = VBloomScale * tex2D(_s1, _v0) + tex2D(_s3, _v0);Do you know of a way to blend the vanilla bloom with the ENB bloom while ApplyGameColorCorrection is off?
color.xyz += Bloom * EBloomAmount;
That will do it. I can recommend that you put a scalar in front of the vanilla bloom, since it is much more intense then the ENB by default.
As to where to place it, then that depends on how your enbeffect.fx file looks. But most like HD6 etc. have this in the start of their bloom code, just with the ENB bloom only ( tex2D(_s3, _v0) )
There are most likely more fancy ways of doing this, and JawZ is most likely going to put me to shame
But that is how I have done it and it works fine.
Hope that was all clear as well
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
I hope you guys use mipmaps, otherwise performance will be awful for such huge images.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Thanks for the help, Aiyen. I've read dpeasant's post here asking about vanilla bloom, so I immediately noticed the similarity to your "tex2D(_s1, _v0)" code. xd I was about to post JawZ's existing vanilla bloom code and ask about the changes needed, but I don't have any experience with shader code (or any programming code). Instead of constant guesswork, I've taken the plunge into HLSL and began reading The Cg Tutorial. Hopefully I'll be on the same page as you coding gurus soon.Aiyen wrote:Bloom = VBloomScale * tex2D(_s1, _v0) + tex2D(_s3, _v0);Do you know of a way to blend the vanilla bloom with the ENB bloom while ApplyGameColorCorrection is off?
color.xyz += Bloom * EBloomAmount;
That will do it. I can recommend that you put a scalar in front of the vanilla bloom, since it is much more intense then the ENB by default.
As to where to place it, then that depends on how your enbeffect.fx file looks. But most like HD6 etc. have this in the start of their bloom code, just with the ENB bloom only ( tex2D(_s3, _v0) )
There are most likely more fancy ways of doing this, and JawZ is most likely going to put me to shame
But that is how I have done it and it works fine.
Hope that was all clear as well
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
I will take a look at those things during the upcoming weekend when I have the time for it.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
I also have some lensdirt-kinda textures, they could be used for your purposes for sure, if you are interested I can upload them.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Another tip, why these textures should be colorful? Why not to use twice lower resolution with uncompressed rgba, but in shader use each color channel as nearest pixel, so as gray image is 2 times bigger? The same economy can be achieved by wavelet decompression (and even quadraple).
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