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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 14:14 
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Joined: 15 Dec 2013, 05:22
Posts: 10
Ever since i started ENB a couple of weeks ago, it has singlehandedly been heating my room. I even need to keep the window open sometimes, and I live in Norway so it's not exactly warm outside. If you keep this up I fear I'll be living in a sauna soon :)


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Tomoko
 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 15:09 
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Joined: 12 Sep 2012, 21:48
Posts: 30
Umm I'm the only one with this "water edge" problem with the 0.240 or I'm lost something from the previous posts?
0.240
http://i.imgur.com/IZnfS6E.jpg
0.236
http://i.imgur.com/wDkZxTk.jpg


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 16:08 
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Joined: 23 Sep 2013, 17:30
Posts: 158
Boris
Perhaps "balanced" was not the best term I could have used but stars, clouds and gradients can still make cloudy, moonless nights reasonably navigable but with cloud shadows it becomes much less so. If you think this is a stupid request, that's fine. I haven't seen anyone else comment on the effects cloud shadows can have on night light levels so I'm fine waiting for more information and feedback. Maybe the most appropriate solution is using multiple weathers. I'm also curious whether this might be affected by volumetric cloud shadows.


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 16:47 
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Joined: 12 Jul 2012, 04:54
Posts: 92
Great job on the volumetric shadows from the clouds! I've never even used tex3D function, I have no experience with volumetric things but I plan to soon. However I did want to request something. I dont know if its already in your Skyrim ENB.

Pointlight Inscattering

Here is a useful source with pictures of what I am talking about http://blog.mmacklin.com/2010/05/29/in-scattering-demo/

Image

Example Video:
https://www.youtube.com/watch?v=1GfBLPQIRpc

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 17:07 
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*blah-blah-blah maniac*
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Joined: 05 Mar 2012, 02:08
Posts: 1938
RedFlamez;

Point lights or Light bulbs as they are called in the Creation engine already lit fog, if that is the effect you are looking for. Torches, candles, fire places that lit up the fog around it.
However it does not apply to the distance fog only hand placed particle fog.

coc SovngardeStart - Walk around those exterior cells and you will see the fog lit by a torch.


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 21:03 
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Joined: 27 Dec 2011, 08:53
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Darkgondul
Haven't noticed water shore line artifacts, thanks for report, i'll check them.

RedFlamez
Lit fog is impossible, because lights in game turn on/off by unknown rules and lights placed everywhere even when they don't need to be. In plans only same thing for particles and fire, but it's wasting of performance, fog is not such intense in game and not frequently visible effects when they near to player.

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 21:09 
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Joined: 01 May 2013, 23:17
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I don't know the algorythm behind Cloud Shadows; But doesn't look ok to me during heavy overcast weathers. Scene doesn't get any crisp light (Moon light etc...) I used some high values get a crisp light into scene such as: 3.5 - 5 DL under some specific weather types (10241, rainstorm etc..) Scene barely can get proper lightning with extreme values. I made those tests with my extreme shiny gradients and cloud setups but obvious having shiny spots in the sky doesn't give any pinpoint shine spots on the ground. It's kinda forcing me to use more and more Ambient Lİghtning to get a decent result. So since i'm not a big fan of that Ambient Lightning may i ask could be any addition on Cloud shadows to get benefit from shiny spots in the Sky ? Here some examples:

CLOUD SHADOW OFF SKY:
Image

CLOUD SHADOW OFF GROUND:
Image

CLOUD SHADOW ON SKY:
Image

CLOUD SHADOW ON GROUND:
Image

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 22:03 
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Joined: 08 Nov 2013, 07:42
Posts: 77
Location: Taiwan
Sorry to out of the topic Boris.
But somehow can it be possible to make the color of vegetation to be different when it is in the shadow and when it is under the sun, like the following vedio (from 0:32 to 0:39).
http://www.youtube.com/watch?v=80frogBXfNY
You can see the grass and flora in the shadow and under the sun have different color and I think Skyrim will be more like next-gen if it will be possible to you to make this into your enb series.
I tried many times to make the vegetation look like that in this vedio (that means I scale up the directlight scale), though the result was good when I am not in a snow area. And when I'm in a snow area the snow will be tooooooo bright that I even can't play the game.
So, can it be possible for you to separate the directlight code and make another parameter for the light only influence the vegetation (grass/trees/flora)?
Again, sorry to bother you.


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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 22:10 
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Joined: 27 Dec 2011, 08:53
Posts: 14816
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Darkgondul
Post your enbseries.ini, i can't myself find any issues with water.

Tansarville
I don't see anything and probably don't understand. Clouds drawed to mask by their opacity and this mask applied as shadow, it can't be wrong. If you mean shiny spots in the sky as clouds projection, they don't allow sun light to be directly casted as ray, so what is wrong by your opinion? If you are not fan of ambient lighting, it doesn't mean that i need to invent ambient lighting of 4-th dimention which make ground visible, but do not lit it as it's not ambient lighting. And why not to use image based lighting if you don't like ambient, but want sky to be source of light?

abc75179778300
Ambient color and direct color designed for that, including that game on video. And why the hell last days everyone asking me things which absolutely unacceptable for graphics?

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 Post subject: Re: TES Skyrim 0.240
PostPosted: 15 Dec 2013, 22:38 
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Joined: 01 May 2013, 23:17
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Tansarville
I don't see anything and probably don't understand. Clouds drawed to mask by their opacity and this mask applied as shadow, it can't be wrong. If you mean shiny spots in the sky as clouds projection, they don't allow sun light to be directly casted as ray, so what is wrong by your opinion? If you are not fan of ambient lighting, it doesn't mean that i need to invent ambient lighting of 4-th dimention which make ground visible, but do not lit it as it's not ambient lighting. And why not to use image based lighting if you don't like ambient, but want sky to be source of light?


First of all: Sky Lightning set to 0.85 and IBL set to 0.8 - 12.00 scale on those screenshots. So i'm using it definetly. But but i won't argue anyway cause i know it won't change your opinion from my past experiences.

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