It means that adaptation value has a min/max clamp that it can't exceed. This is needed, because simplest adaptation code is basically adaptedcolor = color / adaptationvalue.
Adaptationvalue being some averaged brightness of screen. Now this works pretty nicely already, bright screen (= high adaptationvalue) will be divided by something big, dark values will be dividied through something small (brightening screen). But imagine an almost complete darkness: adaptation value close to 0, almost division through 0, amplifying the adapted color into the extreme. Scenes that are almost entirely black with some bright features will be MUCH too bright. Hence there is a boundary the adaptation value can't and must not exceed.
And for sensitivity, it's basically how it reacts to small light changes onscreen. The adaptation texture is basically a highly blurred and downscaled version of the image you see (before adaptation and tonemapping, that is). The sensitivity factor determines how small areas onscreen affect the adaptation texture. If you have a low sensitivity, small but bright areas are completely blurred away (like 1 pixel white on black background is not visible anymore after a 100px radius Gaussian blur), if sensitivity is high however, this small area has a higher contribution.
Let's say your weapon has a small dot on it that is very bright. A high sensitivity setting will make your adaptation react on that one, and the tonemapping shader will darken the screen when your weapon is out. If your sensitivity is low, the small dot is way too small to affect the adaptation substantially, and the darkening will be much lower than before so weapon drawn or not, the brightness of your screen will be same.
TES Skyrim SE 0.310
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.310
Hi Marty,
Thank you for this detailed note, I think it will help me to understand how the effect is working when I am trying to configure it. I know that you were under no obligation to answer my questions about this, so I very much appreciate you taking the time to do so, and to offer your input voluntarily. Thanks again for your helpful spirit
Thank you for this detailed note, I think it will help me to understand how the effect is working when I am trying to configure it. I know that you were under no obligation to answer my questions about this, so I very much appreciate you taking the time to do so, and to offer your input voluntarily. Thanks again for your helpful spirit
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Re: TES Skyrim SE 0.310
I often browse around those forums and if I know help or guidance, I reply, simple as that Given that I'm probably one of the more knowledgeable people (when it comes to ENB and shaders and stuff) around here, I guess that's a bit my duty. If you need any more info, I think I can sometimes give more info than STEP project :v
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Re: TES Skyrim SE 0.310
Have you made progress with new features, Boris? Not rushing or anything, just curious =) I know working with Bethesda games is tedious and time consuming.
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Re: TES Skyrim SE 0.310
I'm working on implementation of Fallout4 helper plugin. Can't say anything for sure.
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Re: TES Skyrim SE 0.310
Hi Boris, would it be possible to add cloud shadows, really miss that effect, cheers.
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Re: TES Skyrim SE 0.310
Under very big doubt. Can't say for sure yet.
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Re: TES Skyrim SE 0.310
Ok mate np, fingers crossed.ENBSeries wrote:Under very big doubt. Can't say for sure yet.
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Re: TES Skyrim SE 0.310
Boris
Is FieldOfView still active constant of shaders ? Doesn't seem to be declared but wondered if it still would work.
Is FieldOfView still active constant of shaders ? Doesn't seem to be declared but wondered if it still would work.
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Re: TES Skyrim SE 0.310
Sorry, what do you mean? I dont' get it
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