It can perhaps also be caused by the FPS bug, when going above 58-ish FPS the water surface will behave strangely usually in terms of it flickering between LOD and the full scale mesh. But it might also cause a certain motion blur in some events.
We don't have much to go on here and those comparison shoots didn't really display the issue that greatly.
Did you make any changes between the ENB version changes, new mods, new ini settings, new driver version and/or settings...?
TES Skyrim 0.240
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Re: TES Skyrim 0.240
Hey guys, since you're on the topic of cloud shadows, just thought I would drop by to announce that Real Clouds 1.2 will be released soon. And I must say... It looks great with Your cloud shadows Boris.
However, I was wondering If it would be possible to create cloud shadows for the clouds added by my mod too (I've had quite a lot of requests for this :\ )
Although I do understand that my clouds are implemented completely differently; so I understand if you aren't able to do this.
Soolie
However, I was wondering If it would be possible to create cloud shadows for the clouds added by my mod too (I've had quite a lot of requests for this :\ )
Although I do understand that my clouds are implemented completely differently; so I understand if you aren't able to do this.
Soolie
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Re: TES Skyrim 0.240
Espair
I don't see anything, screenshots too dark for my display and in image editor all i see is compression artifacts. But try to disable temporal antialiasing.
Oyama
Shadows don't have intensity or contrast, they can't. I can modify opacity of clouds when they drawed to mask, but it's very risky, many clouds have low transparency, but they cover entire sky, making them more opaque just make everything darker. If edges of shadows are not sharp enough, i can't fix this without showing up linear texture filtering artifacts, shadow is 512*512 pix size for entire terrain, making it bigger is just wasting of performance.
Day/night is same thing, game use night light (from black sun) and it must not exist when clouds are on the sky.
Soolie
I can't make shadows from your clouds, they use too much different shaders which are shared with other objects (i can't detect what to draw to shadow) and they are in 3d space, so distance from sun must be used, but such shadows are very complex and slow almost never used in games (only for smoke).
I don't see anything, screenshots too dark for my display and in image editor all i see is compression artifacts. But try to disable temporal antialiasing.
Oyama
Shadows don't have intensity or contrast, they can't. I can modify opacity of clouds when they drawed to mask, but it's very risky, many clouds have low transparency, but they cover entire sky, making them more opaque just make everything darker. If edges of shadows are not sharp enough, i can't fix this without showing up linear texture filtering artifacts, shadow is 512*512 pix size for entire terrain, making it bigger is just wasting of performance.
Day/night is same thing, game use night light (from black sun) and it must not exist when clouds are on the sky.
Soolie
I can't make shadows from your clouds, they use too much different shaders which are shared with other objects (i can't detect what to draw to shadow) and they are in 3d space, so distance from sun must be used, but such shadows are very complex and slow almost never used in games (only for smoke).
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Re: TES Skyrim 0.240
Oyama;
The shadow transparency can be controlled through a simple edit of cloud layers alpha value in the Creation Kit.
So as I remember you do not use any weather mod so it will be quite simple to just do a plugin that alters the transparency of the clouds to suit your needs.
The shadow transparency can be controlled through a simple edit of cloud layers alpha value in the Creation Kit.
So as I remember you do not use any weather mod so it will be quite simple to just do a plugin that alters the transparency of the clouds to suit your needs.
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Re: TES Skyrim 0.240
Boris
Crystal clear. Understood.
Circonvoluted game, circonvoluted ways. Damn.
Oh well, I'll deal with it.
--JawZ--
True, but then I'd have to rebuilt my adaptation a bit. Maybe a lot.
Choices....
Crystal clear. Understood.
Circonvoluted game, circonvoluted ways. Damn.
Oh well, I'll deal with it.
--JawZ--
True, but then I'd have to rebuilt my adaptation a bit. Maybe a lot.
Choices....
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Re: TES Skyrim 0.240
At least you have an option for it in case there will be a need of such an edit in the future.
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Re: TES Skyrim 0.240
You're right.
Thank you !
Thank you !
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Re: TES Skyrim 0.240
Guzio
I can't find issues with brighter bushes (or small trees?). May be it's some combination of other properties also? SSS parameters, ambient, etc. I don't know, if they fall to those shaders which patched manually, then it's only case i understand. Look at attached screenshot, "white" grass is one of that patched which was edited, it's in Riverwood, compare it also and report if issue is same kind.
http://i.imgur.com/JbOUPeF.jpg
I can't find issues with brighter bushes (or small trees?). May be it's some combination of other properties also? SSS parameters, ambient, etc. I don't know, if they fall to those shaders which patched manually, then it's only case i understand. Look at attached screenshot, "white" grass is one of that patched which was edited, it's in Riverwood, compare it also and report if issue is same kind.
http://i.imgur.com/JbOUPeF.jpg
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Re: TES Skyrim 0.240
Yes, looking good! We are already working on (actually havent started yet) to start patching all of CoT's cloud layers not to have excessive alpha channels as part of the CoT weather patch... I dont think it is a good idea to adjust ENB coding for working around Skyrim texturing problems. Easier/better to make mod to adjust alpha and fix everything for all ENBs without messing adapt. code to fix it.
Fix is easy, find appropriate alpha for thin, medium, thick cloud layers, identify which cloud textures fit in which category, and roll out over all upper/lower sky layers. Boring, not hard, just boring as hell (about 5000 edits).
Fix is easy, find appropriate alpha for thin, medium, thick cloud layers, identify which cloud textures fit in which category, and roll out over all upper/lower sky layers. Boring, not hard, just boring as hell (about 5000 edits).
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Re: TES Skyrim 0.240
Just a quick question i want to throw in: Is the latest Nvidia driver "problem-free"? Just wanted to try out shadowplay for video recording but i'm still with 314.blabla driver
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Water plugin for Realistic Water Two and ENB
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Water plugin for Realistic Water Two and ENB
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