@kalicola- Thanks! After trying your config some time back, you definitely influenced me to add more color to it and then I also have been editing the bloom.fx which in turn made me change a lot more to my config. Also, I love your new beta, I was running around last night with it. I was never one for ENB's with high color saturation but you magically pull it off brilliantly, almost like watching a Skyrim CGI flick! In regards to your question about bloom- dpeasant kindly informed us some pages back that you can edit a couple of the float2 screenfact lines. Here is my current setup:
float2 screenfact=TempParameters.z*0.00175;
screenfact.y*=ScreenSize.z;
float4 srcbloom=bloom;
//TempParameters.w == (1+passnumber)
float step=BloomParameters.x;//*pow(14.0, BloomParameters.x * (TempParameters.w-1.0));//*0.5
// float step=(TempParameters.w-0.25);
it appears once more time in the fx file and I edited that as well to read:
float2 screenfact=TempParameters.z*0.6;
screenfact.y*=ScreenSize.z;
float4 srcbloom=bloom;
//TempParameters.w == (1+passnumber)
// float step=(TempParameters.w-0.25);
float step=BloomParameters.y;//*pow(4.0, BloomParameters.y * (TempParameters.w-1.0))*2.0;//*0.5
screenfact.xy*=step;//*0.25
I just changed the TempParameters.z*x.. and the *pow(x.. settings.
You can try my new config by going to the link in my sig if you want to check it out
TES Skyrim
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Re: TES Skyrim
Yep they use as "ENB" HDR PP this here http://www.youtube.com/watch?v=ui04m6y1vP8 http://www.youtube.com/watch?v=8FckrHG_H7MENBSeries wrote:Sorry, some offtopic from me.
Final Fantasy tech demo looks very nice, i don't know how they integrated it with Maya (as understood from preview), but it's the best possible way to make games, using favorite 3d tools. Graphic fx are nothing revolutionary, but quality of models is great, hope not just for a few small scenes. Hard to see on video something, but i like japanese games also because many of them even on PS2 use better texturing methods than most american/europe games (i hate boolean modifiers for texturing, corners and edges must have own texture mapping).
kalicola
Several days ago saw screenshots of "asian" scenes of new Hitman and thought they are good, remind me some lovely games. Then i saw video with "nuns" and became interested if the similar possible with game content in real time. Unfortunately it's possible, graphic programmers of the engine/game and artists who set lighting/weather worked in wrong direction. Don't know who decided to make exactly the same look of the game as it is, but on some screens it's awful by colors and lighting, strictly to concept art? Nice for Alice McGee Madness Returns 2.
Boris you shouldn't expect that Graphics from the Glacier 2 Game Engine the Trailer was done by Square Enix Animation Division "Visual Works" that where also involved in the Final Fantasy Tech Demo http://www.agnisphilosophy.com/ , though i wonder if this Trailer actually is Part of the Luminous Engine Research and what we saw in the saints trailer was actually rendered with it, wouldn't surprise me
Crytek has a similiar Maya Framework in their Cinematic version of the Engine they demonstrated but i would say Square Enix blasts them away
Last edited by CruNcher on 07 Jun 2012, 17:16, edited 3 times in total.
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Re: TES Skyrim
You can controll bloom colour either from enbeffect.fx or enbbloom.fx also.
ex:
add after this line inside enbbloom.fx:
bloom*=0.111111;
:
float Saturation=-0.206;//todo modify this, negative or positive, you can move this at the beginning of shader file
float middlegray=(bloom.r+bloom.g+bloom.b)*0.333;
float3 diffcolor=bloom.rgb-middlegray;
bloom.rgb+=diffcolor*Saturation;
bloom.rgb=max(bloom.rgb, 0.0); //output must be never negative, but "saturate" also work here and faster.
And bloom will be desaturated. Set float Saturation=-0.206; to 0.3 and everything will be oversaturated. You can also play with rgb values to shift bloom colours.
Dont forget about lens flare too:
//color filter per reflection
const float3 factors[4]=
{
float3(0.3, 0.4, 0.4),
float3(0.2, 0.4, 0.5),
float3(0.5, 0.3, 0.7),
float3(0.1, 0.2, 0.7)
};
RGB values as well. You can make any lens colour as you want(though i turned them off in my setts). There are many other ways of bloom fine-tuning inside enbeffect.fx as well, you can make it more contrast, controll its mapping(the areas which are being affected by bloom) and so on.
ex:
add after this line inside enbbloom.fx:
bloom*=0.111111;
:
float Saturation=-0.206;//todo modify this, negative or positive, you can move this at the beginning of shader file
float middlegray=(bloom.r+bloom.g+bloom.b)*0.333;
float3 diffcolor=bloom.rgb-middlegray;
bloom.rgb+=diffcolor*Saturation;
bloom.rgb=max(bloom.rgb, 0.0); //output must be never negative, but "saturate" also work here and faster.
And bloom will be desaturated. Set float Saturation=-0.206; to 0.3 and everything will be oversaturated. You can also play with rgb values to shift bloom colours.
Dont forget about lens flare too:
//color filter per reflection
const float3 factors[4]=
{
float3(0.3, 0.4, 0.4),
float3(0.2, 0.4, 0.5),
float3(0.5, 0.3, 0.7),
float3(0.1, 0.2, 0.7)
};
RGB values as well. You can make any lens colour as you want(though i turned them off in my setts). There are many other ways of bloom fine-tuning inside enbeffect.fx as well, you can make it more contrast, controll its mapping(the areas which are being affected by bloom) and so on.
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Re: TES Skyrim
Just wanted to mention that i started a thread in the Off topic section about Square Enix Luminous Engine with some references http://enbdev.com/enbseries/forum/viewtopic.php?f=17 also some interesting information there how their buying of Eidos and the Studios involved gets integrated and resources shared. So this is somehow typical currently in the Industry having your own Power Engine that doesn't get Licensed but shared between your Divisions see Frostbite 2 (EA), ID Tech 5 (Zenimax) or Lithtech Engine (WB) i guess Square Enix can be added to this list soon with Luminous Studio.
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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
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Jorge Jimenez Activision Blizzard
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Re: TES Skyrim
Dpeasant/jack4track: that alot of lines that makes no sense to me :-/ I get the saturation part, but the rest not so much.. Actually it looks very intiminating to me, where to even begin?
Boris: not sure what you mean regarding hitman and that square engine. But the game will look nothing like that I can asure you that! Not even close...
Boris: not sure what you mean regarding hitman and that square engine. But the game will look nothing like that I can asure you that! Not even close...
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Ronnie Stormly Ree
Animator on Hitman 2016
My Skyrim ENB
My Gaming youtube Channel
My Animation youtube Channel
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Re: TES Skyrim
@kali- Doesn't really make much sense to me either but like with most things, I think for me at least, you learn best by experimentation and exploration. And you obviously have a wicked talent for this stuff as you have one of the most uniquely cool configs out there
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Re: TES Skyrim
@dpeasant
Thanks for sharing your tips on how to modify bloom I always thought your screens had a kind of interesting effect to them, and now I know why. I'd think modifying bloom color is probably the best way to achieve a fast photo-filter effect without dramatically altering the palette.
Thanks for sharing your tips on how to modify bloom I always thought your screens had a kind of interesting effect to them, and now I know why. I'd think modifying bloom color is probably the best way to achieve a fast photo-filter effect without dramatically altering the palette.
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Re: TES Skyrim
Hi guys, beautiful pics everyone.
Here is mine, a bit repetitive.
Here is mine, a bit repetitive.
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