TES Skyrim SE 0.310

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 530
Joined: 30 Jan 2012, 13:18

Re: TES Skyrim SE 0.310

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.

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

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 ;)
_________________
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: 530
Joined: 30 Jan 2012, 13:18

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

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

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.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17553
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.310

I'm working on implementation of Fallout4 helper plugin. Can't say anything for sure.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim SE 0.310

Hi Boris, would it be possible to add cloud shadows, really miss that effect, cheers.
_________________
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.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17553
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.310

Under very big doubt. Can't say for sure yet.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

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

Re: TES Skyrim SE 0.310

ENBSeries wrote:Under very big doubt. Can't say for sure yet.
Ok mate np, fingers crossed.
_________________
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.

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

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.
_________________
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: 17553
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.310

Sorry, what do you mean? I dont' get it
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply