Enhanced Lighting for ENB, updated 25 November-14

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Which part of ELE will you be using? To see which I should spend more time on.

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*blah-blah-blah maniac*
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Re: Enhanced Lightning for ENB, updated 10/19

Good then I'm heading in the right direction at least ;)

Well that's really good actually, I have a similar pattern I follow by remembering how things was affected by certain ENB changes and how it might look with my new CK changes.


Yes be as nitpicky as you want, all the better. But somethings may not be within my power to do/change.

Yeah I know they are too intense but I only have two light bulbs to lit that area anymore and there will be mesh flickering
caused by too many light bulbs emitting on the same surface.
But it might be better looking if I use similar intensities for both the bounced and shadow light bulb, or close to it. Though the
shadow light should be slightly stronger so those light patterns don't get blended in with the overall light.
As I find it to give a nice effect to scene, albeit cinematic however. Or I can reduce the radius of the light so it won't hit the surrounding surfaces.


The ENB preset I use during adjustments of ELE is in vanilla state with only the shadow effect activated. So more or less I'm running it in patched mod one can say but with the ability to adjust settings to see how my CK changes handles different ENB settings.

Such smoke is only affected by certain Weather settings if the meshes have the proper settings for that, otherwise there is no specific setting inside the CK that adjusts only the fog/mist/smoke effects that is hand placed in an interior cell.
And the it is more noticeable in game as it that particular smoke has a very frequent change in it's animation plus it has a heat wave effect surrounding the smoke effect.

You can have a look, if you want, inside that interior by using coc DLC1Bthalft01 and then I recommend activating no collision with the tcl command and run to the actual forge at the end of the interior and you will notice how that particular effect behaves and looks like.

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Re: Enhanced Lightning for ENB, updated 10/19

Went and had a look. In terms of the actual room I would properly expect more lighting to come from the actual forge with the lava flowing down, since it the main attraction.
But it is a rather difficult room to master I admit... the lave lake, and flow etc kinda says you want a nice hot ambient color, and then the fancy pants machine says you want something to draw focus to it.

But your metal grid currently look better then what I have.... think its ELFX that does that... hmm would have to double check to be sure.

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Re: Enhanced Lightning for ENB, updated 10/19

Just took a quick look at the latest imagespace modules and WOW. simply amazing how it makes the areas feel more real and alive. the only thing that i noticed was in the bannered mare, the ambient lighting around 8 pm was a bit too blue in appearance, i checked out a couple other interiors in whiterun around the same time and it did not have the amount of blue that the bannered mare had. I havnt had time too look around really in depth but will let you know if i notice anything else.

out of curiosity how is the weathers module coming? i love playing during the weather patterns that you have edited then it switches to a bethesda pattern and blah. yours are so much better looking.
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Re: Enhanced Lightning for ENB, updated 10/19

Aiyen;

Yeah precisely, with vanilla the focus in that room is drawned to the steam and the directional lighting on the ceiling and surrounding objects.
It's not the easiest environment to get right on the first try I admit, with all the limitations of the engine but I think I'm getting closer and closer to it though.

An overview comparison of the interior location;

Vanilla
Image

ELE
Image

I admit the steam is looking better in the vanilla picture but as there is no specific control for that I can't really do much about that.
Also the light bulb emitting the light over the lava pool is hard to get a good definition with, as I can only use one non-shadow light bulb there.
At least the radius of the glow should not only be focused on the center of the bars.


And here a distance comparison

Vanilla
Image

ELE
Image

Also here I noticed why there was such a glow at the metal bars. There is a light bulb placed right above the metal bars closely and with a high intensity which creates that glow on the top side.
Which is not actually how it should, in terms of realism, look like. In that case my current setup comes closer to achieving realism between the two.


Also here is how badly implemented directional color there is in vanilla

Directional at 0.0 with enb without any CK modifcation
Image

And with 1.0, now pure vanilla state minus AA and shadow fix implementation
Image

The only interior cell I have noticed that benefits from such a high intensity of the Directional color is Ice caves, without it there is very little reflections in the ice which makes it very dull and flat.

I have not tried ELFX since version 2 or something like that, I've only taken a look in the detail list to see what new edits he's done since the last version to know which of my modules might conflict with ELFX. It might be the cause I don't know really.


LordDorian402;

I'm glad to hear you like my improvments :)

My ELE - Interior Lighting does not change depending on the time of day, so it's probably a light bulb with an assigned emittance which adds a dynamic color change to the light bulb that changes based on the time of day.
And I checked that interior both in the CK and in game and did not see any such change you where referring to. I did however see some pale blue light bulbs with emittance attributes which might be the reason. it was around the entrance windows.
But perhaps I overlooked a setting somewhere, could you be more specific as to were in the interior this noticeable blue color appeared?

I haven't touched that in over a month or so it will probably be updated next weekend or so with some new weathers added and adjustments to my current covered weathers.
Yeah it's a bit of a bummer when that happens.

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Re: Enhanced Lightning for ENB, updated 10/19

i think its actually what you were saying about the light bulbs over the doorway. i was looking a little closer and it seems to be maybe the lighting coming from the windows. i do have relighting skyim installed and have noticed the light emitting from the windows at night is very blue in some other locations, partly due to my enb settings, but this just looked different. probly just how the room is designed.

i will experiment and look around and let you know if i have figured it out better.

cool cant wait for the updated weathers module.
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Re: Enhanced Lightning for ENB, updated 10/19

Ah, just learned what those direct lighting parameters inside interiors actually do.

Never found a place where they where relevant so always had them at 1.0.

Nice! :)

I think the smoke with ELE looks better, it is warmer.

Would love to show how it looks with my settings etc... but I have still not solved the mystery of how to take screenshots that does not apply some artificial brightness/contrast setting on the image. I am only using the ENB screenshot mechanism, not the screenshot button or the steam one. Really rather annoying when you have a dark and moody interior like this, since there you can really notice it.

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Re: Enhanced Lightning for ENB, updated 10/19

@ Aiyen

Download the FRAPS freeware program and use that to take your screenshots. Works nicely. :)

MM

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Re: Enhanced Lightning for ENB, updated 10/19

Thanks MM, it seems to have the opposite issue, it turns the contrast up too high, but a definite improvement!

https://www.dropbox.com/s/s6kx5c0pts1j7r1/ENB.jpg

https://www.dropbox.com/s/te3aka4wj5jz4z9/FRAPS.jpg

I will just do it as links as to not clutter the thread!

Guess if you mixed those two you would have what I see on my monitor. (Yes my monitor has perfect calibration! :P )

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Re: Enhanced Lightning for ENB, updated 10/19

LordDorian402;

It sounds more plausible as I have nothing in my ELE - Interior Lighting that is dynamic currently.

Do so and let me know of any other possible issue you may encounter, hopefully there are none ;)


Aiyen;

Well good then always glad to hear I sometimes give new input on ENB even when I'm not trying to ;)

The way I have made it with my Interior lighting modules is to use that direct lighting as and indirect bouncing light feature to lift up character lighting slightly, so in most of the interiors except for ice caves, it will be a very subtle direct lighting, RGB values are R5, G10 and B15 with an "alpha" intensity of 1.0 so try adjusting the directional setting in ENB with my modules active to see if you can bring in some good looking lighting that way ;)


Well in terms of the colors yes but definition in the vanilla is better as you can make out more details of smoke, but it also might be in the pictures as there is always some slight variation from pictures taken to actual in game visuals.

I can't remember how I fixed my brightness difference issue as I've had them on a few rare occasions.
But it's obviously a Brightness settings that have been adjusted. How do you have your game brightness set, in the middle/default? In you enbseries.ini file have altered the gamma or brightness settings found under the [COLORCORRECTION] section? Also which enbeffect.fx are you using as there might be a setting or settings in that file that causes this huge anomaly in the variation of the picture control and the last thing are you using any 3rd party tools like SweetFX as that can also contribute to this issue.

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Re: Enhanced Lightning for ENB, updated 10/19

Well it has definitely helped quite a bit in some interiors now I noticed! So was good to learn something new :)

As to the other matter.
My ingame brightness is all the way down since it always messed up with my settings somehow... Guess I should try to return it to the middle and then adjust my tonemapping accordingly.

As for the enbeffect.fx file... well you have a copy of it, you said you wanted to take a look at it! :P
And no after I made my own then I ditched all SweetFX etc. only use the luma sharpen in a seperate effect.txt file to add noise.
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