TES Skyrim 0.264

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Re: TES Skyrim 0.264

Simply find sharpening code in those shaders and turn it off or modify it range to not apply for nearest pixels so agressively (which is causing aliasing anyway). Or create one extra pass before sharpening, which blur nearest pixels, if they differ very low by intensity (don't remember amount of dithering, probably 2/256).
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Re: TES Skyrim 0.264

LOL, Boris, that's NOT so simple for me... I'd have no idea on how to achieve that, but I got rid of the issue by reverting to prod80's settings for Luma Sharpen etc.
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Re: TES Skyrim 0.264

Arkngt
Shader has option to render the edges to screen... use that. That will show you exactly where sharpening is applied and how much. If there's problems with halo's or other ugly side effects by sharpening then either reduce the radius and/or depth, set lower limit to sharpening, or apply stronger blurring of edges. It works same as sharpening in photoshop. It even give more options to sharpen based on depth info and to apply blurring to the sharpening to not have ugly aliasing. Too high sharpening will always be ugly. You can install higher res textures or run at higher resolution (supersampling) to get rid of it. Don't forget that photoshop gives excellent sharpening because generally photo's are shot at 12 MP or more and the normal PC render is just 2 MP... you have to adjust for that and not set impossible to reach expectations

Boris
I understand how mist is applied. I just suggest that when you increase mist it should be somewhat curved not to block out sky entirely when you set something like density=5, I understand depth info from game related to sky is something idiot of game engine. I try and draw it out in paint...

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Re: TES Skyrim 0.264

Mist have infinite vertical distance to the top and it fade non linear, so the higher sky above - less dense mist is. Unless you are under baseline of linear fade of the mist, which is at the bottom and must be below landscape. I don't understand what you want, for me it's already made. In case of lower mist amount for the sky at angles closer to horizon, this can't be done at all, objects will not fit to sky by mist.
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Re: TES Skyrim 0.264

Ok, what I try and make is dense mist, close to player, but when increasing ExponentialFade/ExponentialFade I want close to player to become more transparent, but far out to mountains not to be affected. Right now when I DistanceFade fade with high mist density I still block out sky too much... when I increase ExponentialFade I get result I like close to player, but far out mountains also become more transparent. When I use both ExponentialFade and ExponentialFade together I cannot get result in Sky as on Land. The whole 'fading' of depth in mountains just disappears.

Normal image
Image

Mist disabled
Image

When I increase density (somehow screenshot didn't take but w/e) then mist draws close to player... then I increase exponential fade to make it less thick... but this makes problem in distance mountains
Image

Then go other way around, and use distance fade as well, but then would lose distance increase of density on mountains
Image

Screenshots not very clear to illustrate it, I think.

So I try and use Mist feature to draw fog near to player and closely increase to thick fog far out of player. Similar to using Near and Far fog in Skyrim. I think Mist only replace far fog and not suited to replace near fog as well...

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Re: TES Skyrim 0.264

I still don't understand what you want, what i read sounds absolutely nothing close to fog or mist. Do you want mist to be appled to nearest objects, but not to those far from camera, including sky? It's impossible. Even if game fog allow this, result is visually wrong and that's why i did mist. May be you just don't get how mist works? Imagine that Earth atmosphere is mist, closer to ground it have higher density, but even at very big distances to the top it exist. Closer to the ground means also less visibility in all directions. Visible distance to the top is always bigger than to the bottom and to the sides (horizon) is also bigger than bottom. Btw, sky distance for all my effects is about 354000 game units, for the mist and volumetric rays clouds drawed as stretched hemisphere of themselves to additional depth, so it even closer than camera far clip plane. I don't think 2 miles till clouds is something bad.
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Re: TES Skyrim 0.264

I try explain again
I mean fog can be applied to near objects as thin layer and increase density with distance...

for example set:
far fog range=x game units

far fog density=y
[0.0-1.0 scale, multiply density in GUI with this number, everything over range x density*=y]

near fog range=z game units
[0 is directly on player]

near fog density=w
[0.0-1.0 scale, multiply density in GUI with this number, everything under range z smoothstep density from 0 to w based of range 0 to z so not get hard line and apply curve to suppress fog very close to player pow(smoothstep(near fog stuff),curve) stuff]

Of course this can all be just crap, as I don't know how you apply mist, I just know how it renders in game...

Then possible to increase fog density between x and z units using w and y as start and end density for mist.

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Re: TES Skyrim 0.264

Sounds like perversion of crappy old games instead of real world rules.
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Re: TES Skyrim 0.264

Still can't find perfect solution against the bug with mist, when far clouds of mountains (volumetric fog) covered by some transparent object close to camera. In the only one scenario different bug appear (when computing mist for volumetric fog separately). I thought the idea will came itself, seems not. Don't know, bypass and do something else or what.
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Re: TES Skyrim 0.264

hi boris,
speaking of bypass. didn't you mention some time ago, that you already had a solution in your mind for the problem of shadowrendering at distance? meaning the dilemma of dependence of Shadow-Distance against Shadow-Quality. I thought i read something, could be wrong.
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