TES Skyrim 0.262
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- *master*
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Re: TES Skyrim 0.262
I think if a height map could be exported then maybe a 3d modeling program could be used to set the anchors. Of course you wouldn't just set them to the same height as the terrain (glowing mountains), but it would probably be easier to work with in this form than in game. In the end, the anchors are just a text file right?
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Re: TES Skyrim 0.262
Ah okay. Guess I have misunderstood how the anchors work then.
In that case then I guess it would be a rather simple task to fly about at speedmult 1000 and place a few anchors around various spots of the world space in a matter of minutes.
In that case then I guess it would be a rather simple task to fly about at speedmult 1000 and place a few anchors around various spots of the world space in a matter of minutes.
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Re: TES Skyrim 0.262
I think I misunderstood how anchors work too. I guess that shouldn't be too hard...
When I said 1000+ I thought you had mentioned that at an earlier point in reference to covering the entire Tamriel Worldspace but if only 10 is enough for Whiterun then maybe the whole worldspace could be done with a few dozen.
When I said 1000+ I thought you had mentioned that at an earlier point in reference to covering the entire Tamriel Worldspace but if only 10 is enough for Whiterun then maybe the whole worldspace could be done with a few dozen.
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Re: TES Skyrim 0.262
I am voting for volumetric mist. If I may say so
Normal mist looks for me like mist+fog, with volumetric I have better control, especially with low fade. Now I can do some sort of misty valley. Of course this requires a better anchor grid, than I did for this example.
normal
volumetric
normal
volumetric
Normal mist looks for me like mist+fog, with volumetric I have better control, especially with low fade. Now I can do some sort of misty valley. Of course this requires a better anchor grid, than I did for this example.
normal
volumetric
normal
volumetric
Last edited by Guzio on 15 Aug 2014, 19:41, edited 1 time in total.
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Re: TES Skyrim 0.262
It's not limited to fire, but that happens to be the most often-reported example. It also occurs with light spells and other effects that have transparency.jonwd7 wrote:Thanks. I searched on Google using "mist transparency site:enbseries.enbdev.com" ... I'm guessing I would have found something if I used "fire" instead.Maeldun wrote:Yes, it's known. Boris has stated many times why he has not yet fixed this bug and why he will not do so until these volumetric effects are resolved.
viewtopic.php?f=2&t=2787&p=47654&hilit= ... ist#p47654
viewtopic.php?f=2&t=2787&p=47078&hilit= ... ist#p47078
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Re: TES Skyrim 0.262
I made a grid with about 60 anchors and I can clearly see that the volumetric mist looks much better.
It is possible to increase the precision of the "VerticalFade" paremeter ?
Normal
Volumetric
Normal
Volumetric
It is possible to increase the precision of the "VerticalFade" paremeter ?
Normal
Volumetric
Normal
Volumetric
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Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
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Re: TES Skyrim 0.262
Guzio
I can't increase precision for individual parameters, but will try to make some new functions for that. But vertical fade is fine by minimal steps, because it's mist, not the fog, i wrote many times about this. They are very different.
Found my records regarding fixes of transparent objects for the mist. For old mist i can make much more various fix types, but for volumetric things much more complicated and the most annoying problem with standart objects which fade to different lods, i can't do anything with them. Compare scene before drawing transparent objects and after them will not work properly for them. Can't make optimization for volumetric mist because of them, the issue must be solved first, otherwise i may waste time for optimizing (the only hope atm is to draw multiple layers of mist by distance from camera and mix them at draw time of such objects).
I can't increase precision for individual parameters, but will try to make some new functions for that. But vertical fade is fine by minimal steps, because it's mist, not the fog, i wrote many times about this. They are very different.
Found my records regarding fixes of transparent objects for the mist. For old mist i can make much more various fix types, but for volumetric things much more complicated and the most annoying problem with standart objects which fade to different lods, i can't do anything with them. Compare scene before drawing transparent objects and after them will not work properly for them. Can't make optimization for volumetric mist because of them, the issue must be solved first, otherwise i may waste time for optimizing (the only hope atm is to draw multiple layers of mist by distance from camera and mix them at draw time of such objects).
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Re: TES Skyrim 0.262
Just curious...did someone got the sweet bug like me when enabled volumetric mist after using the latest 262 dll?
Normal mist
Volumetric mist
Normal mist
Volumetric mist
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Re: TES Skyrim 0.262
I have the same problem as abc75179778300. By the way I get no performance loss with volumetric mist, i like.
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Re: TES Skyrim 0.262
Is that bug specific for some place only or happens everywhere? Because for me it looks like something drawed wrong by game to depth, shaders can't produce this (unless it's driver bug). And may be this activated at some combinations of enbseries.ini setting? Share it then.
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