Fallout 4 0.288

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Re: Fallout 4 0.288

ENBSeries wrote:How do i know? All of the code created by own brain.

:D Now you get to name it and brand it and market it !
PS: damn county, flickr.com is banned here, just found this. i want to swear, but my site will be banned also.
oO Seriously? Can't you see some of the pics we post in the gallery or something ?
That sounds ... bad.

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*sensei*
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Re: Fallout 4 0.288

Flickr is so freaking slow for me in Austria, the site may as well be banned.
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Re: Fallout 4 0.288

Wolrajh
I can see pictures, but can't open the site.
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Re: Fallout 4 0.288

Thank you Boris! Great update! I've not found any issues thus far. The bloom is fantastic!
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Re: Fallout 4 0.288

Boris, what is the significance of 1.0/0.085 for fpdistance in enbdepthofield.fx?

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const float	fpdistance=1.0/0.085;
thanks
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Re: Fallout 4 0.288

number6 wrote:Boris, what is the significance of 1.0/0.085 for fpdistance in enbdepthofield.fx?

Code: Select all

const float	fpdistance=1.0/0.085;
thanks
I was actually going to ask about that and if that is what should be changed to try and play with DOF better in Power Armor...

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Re: Fallout 4 0.288

thx for the update! works nice for me.


however i've mentioned that adaptation is applied after dof. That can make a bad joke with some custom shaders (like the one im using) causing enb adaptation take bokeh brightness into account.

problem is - to make bright bokeh more visible i multyply its brightness and weight by a factor 2, so HDR image will contain high brightness locals in some scenarios.

For example puddles - they have high specular, and if they get blurred by DOF, their local brighness can get sky-high, causing huge adaptation change.

ps. so-called PBR, where puddle specular can have greater brighness, then the sun or anyother light-source !! LOGICS
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Re: Fallout 4 0.288

So, I was playing with Bloom and Lens, but one thing I noticed was that no matter the time of day, only Night and Dawn would make any changes. Has anyone else played with this or experienced this themselves?

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Re: Fallout 4 0.288

ibbanez
Boris has not yet implemented any time and/or location separations to the controls yet.

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Re: Fallout 4 0.288

number6 wrote:Boris, what is the significance of 1.0/0.085 for fpdistance in enbdepthofield.fx?

Code: Select all

const float	fpdistance=1.0/[b]0.085[/b];
thanks
There are two version of this line in the shader. First one is responsible for focusing, and the second one is for blurring. If you will lower the highlighted value from the second version, you'll restore the first person models DOF. The lower the value, the more blur is applied to it. I suggest to leave the first version (the focusing one) alone, or you will have constant blur in your face.
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