Ozin
Overheating with ENB is normal. It's haappened for many years and many graphics cards. Free sauna? I'm jealous.
abc75179778300
If you play with, directlighting, ambientlight, ambient color, you can achieve a similar effect, I did this in seconds with exaggerated colors just for comparison.
Normal:
Ambientlight color adjustments:
Sorry for off topic.
TES Skyrim 0.240
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Re: TES Skyrim 0.240
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Re: TES Skyrim 0.240
Sure, I played a little bit with the GUi before to make sure isn't a lost of time for you, and i can tell you that this is affected by [SUBSURFACESCATTERING] somehow or maybe I wrong, in any case:ENBSeries wrote:Darkgondul
Post your enbseries.ini, i can't myself find any issues with water.
https://www.dropbox.com/s/423oma3ci89edak/enbseries.ini
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Re: TES Skyrim 0.240
Ok in addition to my latest post maybe i can make a simple suggestion ?
Could you please make a seperate parameter for Cloud Opacity ? Like ''Cloud Shadow Opacity'', indepent from clouds's original opacity ? That would make easiser to tune everything for most of people i belive. Of course if it's possible...
Could you please make a seperate parameter for Cloud Opacity ? Like ''Cloud Shadow Opacity'', indepent from clouds's original opacity ? That would make easiser to tune everything for most of people i belive. Of course if it's possible...
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Re: TES Skyrim 0.240
Darkgondul
Water looks ok for me, only caustic amount is too high, i set it 2-4 times lower. Subsurface scattering do not affect it. Try to experiment again by switching various effects and their parameters and report results.
Tansarville
I can make that parameter, but tired to reply the same thing. If user can't set proper lighting it's him/her fault and opacity controls will not fix anything, disabled effect is the only solution. Clouds shadow opacity per weather, per time of the day, clouds color dependent, <add here more>... This is the way of shitcoding which is practicing in gamedev and which i hate very much, if you can't proove me this is very important "feature" even if it's absolutely wrong, i will not do it.
Water looks ok for me, only caustic amount is too high, i set it 2-4 times lower. Subsurface scattering do not affect it. Try to experiment again by switching various effects and their parameters and report results.
Tansarville
I can make that parameter, but tired to reply the same thing. If user can't set proper lighting it's him/her fault and opacity controls will not fix anything, disabled effect is the only solution. Clouds shadow opacity per weather, per time of the day, clouds color dependent, <add here more>... This is the way of shitcoding which is practicing in gamedev and which i hate very much, if you can't proove me this is very important "feature" even if it's absolutely wrong, i will not do it.
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Re: TES Skyrim 0.240
Tansarville
I can make that parameter, but tired to reply the same thing. If user can't set proper lighting it's him/her fault and opacity controls will not fix anything, disabled effect is the only solution. Clouds shadow opacity per weather, per time of the day, clouds color dependent, <add here more>... This is the way of shitcoding which is practicing in gamedev and which i hate very much, if you can't proove me this is very important "feature" even if it's absolutely wrong, i will not do it.[/quote]
Light can be tune as well i agreed and again; i didn't say Cloud Opacity works wrong. But changing it's opacity meaning of changing everything related with SKY per multi weather and it's a horror movie if ENB modder didn't copy/paste same template for every weather type. And i'm setting most of em seperately based on plenty of different template per weather.
And Shadow Opacity will fix and help a lot than you thought: That allows me and other people to adapt that setting without having major issues and without being necessary to change alot of light parameters per weather. Let's say i just want to use 0.10 or 0.25 shadow opacity from clouds, that doesn't harm my major light balance in the scene, plus that would allow to create way more groovie and atmospheric scene design indepent from original cloud opacity. It's kinda element which gives moodiness into scene. Sounds comes another wrong math ? Yes i know you hate it but i would apperiate if you would add that parameters.
* Clouds Shadow Opacity Per Weather, per Time of the Day (this is basic and must requirement parameter anyway)
I don't know what to say in addition to that, simply that parameter more than enough for me actually but if you want to add more parameters for it that's up to you such as cloud shadow color etc...
I can make that parameter, but tired to reply the same thing. If user can't set proper lighting it's him/her fault and opacity controls will not fix anything, disabled effect is the only solution. Clouds shadow opacity per weather, per time of the day, clouds color dependent, <add here more>... This is the way of shitcoding which is practicing in gamedev and which i hate very much, if you can't proove me this is very important "feature" even if it's absolutely wrong, i will not do it.[/quote]
Light can be tune as well i agreed and again; i didn't say Cloud Opacity works wrong. But changing it's opacity meaning of changing everything related with SKY per multi weather and it's a horror movie if ENB modder didn't copy/paste same template for every weather type. And i'm setting most of em seperately based on plenty of different template per weather.
And Shadow Opacity will fix and help a lot than you thought: That allows me and other people to adapt that setting without having major issues and without being necessary to change alot of light parameters per weather. Let's say i just want to use 0.10 or 0.25 shadow opacity from clouds, that doesn't harm my major light balance in the scene, plus that would allow to create way more groovie and atmospheric scene design indepent from original cloud opacity. It's kinda element which gives moodiness into scene. Sounds comes another wrong math ? Yes i know you hate it but i would apperiate if you would add that parameters.
* Clouds Shadow Opacity Per Weather, per Time of the Day (this is basic and must requirement parameter anyway)
I don't know what to say in addition to that, simply that parameter more than enough for me actually but if you want to add more parameters for it that's up to you such as cloud shadow color etc...
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Re: TES Skyrim 0.240
ImageBasedLighting and SubSurfaceScattering are affecting my water somehow, the water edge if I active that go for a negative form of the same result (from white to black), don't know how or why, caustic it's high for a personal choice and with version 0.236 it's all fine, with the previous 0.239 was all fine too, anyway an other screenshot that could you explain better the situation:ENBSeries wrote:Darkgondul
Water looks ok for me, only caustic amount is too high, i set it 2-4 times lower. Subsurface scattering do not affect it. Try to experiment again by switching various effects and their parameters and report results.
http://i.imgur.com/GBT2GAX.jpg
The only thing that I can do now it's reverting the graphic card driver to a previous version.
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Re: TES Skyrim 0.240
Darkgondul
SSS can't affect water, it's not applied to terrain and to water both, so it's something AMD specific or your setup. Let's wait other AMD users, if they have same issue (but i have no idea how to fix in sc case).
SSS can't affect water, it's not applied to terrain and to water both, so it's something AMD specific or your setup. Let's wait other AMD users, if they have same issue (but i have no idea how to fix in sc case).
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Re: TES Skyrim 0.240
From what I can tell, the "intensity" or depth (for lack of a better word) of shadows cast by clouds is independent of the light source or the density of cloud cover. I've seen the exact same uniform shadows cast by broken/scattered clouds at night as I have by completely overcast skies at the same time during the night. Some light should be poking through these clouds from the night sky, but it doesn't. I know this game engine has its flaws, but is increasing ambient lighting the only way to fix this? I understand that shadows don't have opacity or contrast...but they can have variable levels of "intensity" or depth. Logically, this should be linked to the "intensity" of the light source. Barring this, having some control over the cloud shadow depth (or whatever you choose to call it) would only help.ENBSeries wrote: Tansarville
I can make that parameter, but tired to reply the same thing. If user can't set proper lighting it's him/her fault and opacity controls will not fix anything, disabled effect is the only solution. Clouds shadow opacity per weather, per time of the day, clouds color dependent, <add here more>... This is the way of shitcoding which is practicing in gamedev and which i hate very much, if you can't proove me this is very important "feature" even if it's absolutely wrong, i will not do it.
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Re: TES Skyrim 0.240
Diegog5 :
Thanks for your information, I will try tomight.
Thanks for your information, I will try tomight.
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Re: TES Skyrim 0.240
No problems with water in my game.ENBSeries wrote:Darkgondul
SSS can't affect water, it's not applied to terrain and to water both, so it's something AMD specific or your setup. Let's wait other AMD users, if they have same issue (but i have no idea how to fix in sc case).
I have some of the same issues that Maeldun and Tansarville have pointed out, but the overall effect is good enough that I have nothing to complain about and I figure it'll mature a little over time. Having more direct control over the intensity of the shadows would be nice, but I figure I'll wait until you've implemented the volumetric shadows from clouds before giving full feedback on that. As implemented currently, it works as intended.
Maeldun and Tansarville
I know you both are very experienced ENB users/tweakers/preset authors but one thought that occurs to me is this - have you tried modifying things like tonemapping and saturation in the shaders instead of enseries.ini? It might be a good workaround. The only other solution I can see is using multiple weathers. You can just set weathers for the weathers you need the effects for and then it will revert to the enbseries.ini for all other weathers, so you're not stuck making configurations for all 60+ vanilla weathers (or more for CoT or other weather mods). In fact, I think multiple weathers would be the ideal option. It seems there are ways other than new parameters to work around the problems you're having... I could be wrong though as I'm not looking at your specific situations.