TES Skyrim SE 0.309 BETA

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim SE 0.309 BETA

Marty McFly wrote:I can quickly write a thread for people to readd that feature.
Marty

Do you have the time to write that palette thing ? Should be interesting for some.
On a side note, I just wrote some pieces of code to have dynamic rotating bokeh shapes and variable intensity of bokeh for your code. Simply Timer related. Is that of some interest for you ?
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.309 BETA

Madpaddy
Don't worry, i received it. And night/day separation will be done ASAP, i need to learn engine well enough first.

tapioks
No, if you want to exclude something from dof, make a distance mask in dof shader. I can't draw separate mask just for first person models and pass it to dof shader or cut automatically after it.
Adaptation should work, code is the same as in Fallout 4.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*master*
Posts: 136
Joined: 08 Nov 2012, 15:24

Re: TES Skyrim SE 0.309 BETA

It doesn't work for me at all. I tried a lot of things, but all I ever got from the adaptation sampler was 0, even changing the end of the effect file to just return 1. Default settings, too.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 530
Joined: 30 Jan 2012, 13:18

Re: TES Skyrim SE 0.309 BETA

Oyama, rotating bokeh shape is on feature list of the ReShade equivalent of my DOF and will be added soon to the ENB version. Adding time based jitter for bokeh intensity etc is something I don't really like, same as these weird lens shaders that had moving lens sprites.

roxahris: experiencing the same, enb adaptation is always 0.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: TES Skyrim SE 0.309 BETA

Marty, all right then.
Anyway, I tested the variable intensity and it's anything but weird, since you set amplitude and frequency factors, along a rather dampened speed. Looks quite natural in game indeed.
Will look forward your dynamic rotation.
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
User avatar
*master*
Posts: 177
Joined: 08 Nov 2016, 15:18
Location: Brazil

Re: TES Skyrim SE 0.309 BETA

Is there some tweak I can do in the DOF shader and/or .ini for the default DOF do not blur the character in 3rd person ?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 849
Joined: 28 Dec 2011, 00:50

Re: TES Skyrim SE 0.309 BETA

Hi Boris,

I was actually never able to get ENB's adaptation to work for Fallout 4 either, because it behaved opposite from my expectations, as shown in this older video where looking at a darker scene causes the image DARKER instead of LIGHTER, etc.:

https://www.youtube.com/watch?v=LNyH6KvgKKM

Maybe it is just user error from my end? Has anyone else been able to use ENB's adaptation for Fallout 4 or Skyrim SE?
_________________
Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
Intel i7-4700HQ @ 2.4GHz | NVidia GTX780M 4GB | 24GB RAM

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17559
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.309 BETA

phoenixfabricio
Only if you decides to use enbseries sdk.

Yeah, you right guys about adaptation, it doesn't work. Will fix it.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*master*
Posts: 125
Joined: 09 Jul 2015, 16:13

Re: TES Skyrim SE 0.309 BETA

phoenixfabricio wrote:Is there some tweak I can do in the DOF shader and/or .ini for the default DOF do not blur the character in 3rd person ?
The previous page has a fix posted for first person view.

Offline
Posts: 80
Joined: 10 Jan 2014, 23:06

Re: TES Skyrim SE 0.309 BETA

ENBSeries wrote:Madpaddy
Don't worry, i received it. And night/day separation will be done ASAP, i need to learn engine well enough first.

tapioks
No, if you want to exclude something from dof, make a distance mask in dof shader. I can't draw separate mask just for first person models and pass it to dof shader or cut automatically after it.
Adaptation should work, code is the same as in Fallout 4.

Ok cool glad you got it, no rush and thanks again.
_________________
Win 10 64, Intel i7 5820K @ 4.2, GTX 970 4gig, 16 gb DDR 4 ram, Asus Xonar D2X, dual Acer T232HL IPS LED Monitors, One 27" IIyamma pro X82783HSU, 2 TB HD + 3x 128gb + 1x 250gb+ 1 500gb SD drives.
Post Reply