Boris couldn't find a way to separate interiors from exteriors so he assigned interiors to Exterior Day.
Mentioned here;
http://enbdev.com/enbseries/forum/viewt ... f=2&t=4744
[F4/SSE] Natural Bloom 3.0
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Re: [Fallout 4] Natural Bloom
Thanks Jawz - I try to keep up these posts but clearly missed that one. It also explains some other things I noticed ... should have figured it out on my own :p--JawZ-- wrote:Boris couldn't find a way to separate interiors from exteriors so he assigned interiors to Exterior Day.
Mentioned here;
http://enbdev.com/enbseries/forum/viewt ... f=2&t=4744
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Re: [Fallout 4] Natural Bloom
That's not true. Interiors and exteriors are separated, but time of the day inside interiors is forced to InteriorDay time. It's because i'm using sun and moon to get time of the day and they are not drawed inside interiors. When game will have stable patch, near final version, helper plugin similar to Skyrim will be made.
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Re: [Fallout 4] Natural Bloom
Yeah Boris I tried that but it didn't work =/
Last edited by Archalyus on 22 Sep 2016, 22:17, edited 1 time in total.
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Re: [Fallout 4] Natural Bloom
so this can use in the new version of enb . right
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Re: [Fallout 4] Natural Bloom
Did anyone successfully implement the contrast restriction to apply only to the brighter parts of the image? I'm still using a ReShade bloom ONLY because it has source saturation, size, and threshold parameters. I have the threshold fairly high, but the saturation also a bit high, making things like the sky give a nice colorful bleed around objects that are backlit. I would love to do the same with ENB bloom and just ditch ReShade altogether (but I'm still terrible at shader code.)
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Re: [Fallout 4] Natural Bloom
You can do that with Natural Bloom, that's what I did for the faky ambiant lighting of PRC Lite preset.
Latest Modular shaders from Jawz also have a lot of control over contrast and threshold.
Latest Modular shaders from Jawz also have a lot of control over contrast and threshold.
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Re: [Fallout 4] Natural Bloom
The shader has been updated, here's the changelog:
-Ported Saturation code from Modular Shader Library
-Removed custom multipliers from BloomMixing pass
-Lowered the Scale (12 to 8)
-Increased the max fstepcount (1 to 8)
-Ported Saturation code from Modular Shader Library
-Removed custom multipliers from BloomMixing pass
-Lowered the Scale (12 to 8)
-Increased the max fstepcount (1 to 8)
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Re: [Fallout 4] Natural Bloom
Thank you for the update. Downloaded to check out later.
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Re: [Fallout 4] Natural Bloom
this new effect creat very strong boom for me