TES Skyrim SE 0.376

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TES Skyrim SE 0.376

The Elder Scrolls Skyrim SE (SSE)

Added grass parameters to control instanced grass objects.
I don't know about results with modded grass, if it's buggy or not and how it looks like, so post screenshots to show result (but do not attach to forum, use imgur.com, imagebam.com or other image host services).
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Re: TES Skyrim SE 0.376

Hello, i had a bit of time to test the new version a bit and here are a few screenshots using (SFO Summer Edition 2 (Grass Plants Terrain version)).
-Without changes, just the default values: https://imgur.com/diYKsLo
-DirectionalMultiplier Day, AmbientMultiplier Day and SubSurfaceScattering amount set to 5.00: https://imgur.com/vMPOUbl
---------------------------
-Default: https://imgur.com/3qIuGKp
-DirectionalMultiplier Day (5.00): https://imgur.com/pYCJIA7
-AmbientMultiplier Day (5.00): https://imgur.com/kOq1jjh
-SubSurfaceScattering amount (5.00): https://imgur.com/JadQzLY
other objects such as little stones are not affected if you´ve worring about that, just in case, everything seems to be normal, without any bugs at least of what i´ve seen in the short time that i had to test it a bit (just Day at 3:03 PM).
Just grass iis affected and not the other plants or maybe a few plants that count as "grass" in this mod.

Im using Rudy ENB SE (NAT preset).
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Re: TES Skyrim SE 0.376

Also works great with Lightweight Grass Overhaul!

Default:
Image

Ambient = 5.0:
Image

Directional = 5.0:
Image

SSS = 5.0:
Image

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Re: TES Skyrim SE 0.376

Thank you so much Boris for the update, now everything feels more alive.
https://imgur.com/2uqsdoS
https://imgur.com/FZR7I1o
-Rudy ENB SE (NAT preset) + SFO Summer Edition 2.

Also, i have a question, i´ve seen many people using something called: Multi-Layer Parallax for example in mods like: Majestic mountains or (Glacier Lab(uses multi layer parallax + parallax bump mapping), Ice Cave Parallax Improved. Can this be used in ENB?

As a aditional data, i´ve found that in the mod: Optimized SkyrimCustom.ini, there is a line that says : bEnableParallaxOcclusion=0 ;; Enabling causes parallax-enabled meshes to have no textures.
maybe this can help someone to test things related to adding Parallax to the game, i don´t know, but with that mod my game feels a bit faster and smooth.
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Re: TES Skyrim SE 0.376

I dont know anything about parallax in the game. Technically it exist, but is it work or when it work - no idea and not interested to find out cause im not familar with native modding.
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Re: TES Skyrim SE 0.376

Thank you for working on this Boris! SE's grass had a rather dull look, until now :)


Mirx

Multi-Layer Parallax (the only known to work on SE) is more akin to the parallax effect used in web-pages (moving a background image at a different speed than the top image to give the impression of depth), you'll notice all of the mod examples for SE are related to transparency (ice, gems and the like). As far as I know it can only be used to simulate a concavity inside the mesh, not a bump on the outside like Parallax Mapping does on Skyrim rock mods.


edit: this video is great to see how it works, blending and warping a second texture underneath the surface of the mesh,

https://www.youtube.com/watch?v=AbYJHsKaT0A

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Re: TES Skyrim SE 0.376

Thanks Boris! Really loved this update, the grasses of SE look much better now and without performance cost (at least here)! :D
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Re: TES Skyrim SE 0.376

Mirx wrote:Also, i have a question, i´ve seen many people using something called: Multi-Layer Parallax for example in mods like: Majestic mountains or (Glacier Lab(uses multi layer parallax + parallax bump mapping), Ice Cave Parallax Improved. Can this be used in ENB?

As a aditional data, i´ve found that in the mod: Optimized SkyrimCustom.ini, there is a line that says : bEnableParallaxOcclusion=0 ;; Enabling causes parallax-enabled meshes to have no textures.
maybe this can help someone to test things related to adding Parallax to the game, i don´t know, but with that mod my game feels a bit faster and smooth.
The renderer has parallax occlusion as a valid technique in the lighting shader code, but the shader bundle distributed with the game doesn't contain the parallax occlusion shaders, so while you can set parallax occlusion in the mesh settings (via niftools), it will cause the mesh to either render as a blank color or crash. Not sure since I never tested it.

For it to be supported someone would need to implement all the missing shader combinations (probably hundreds - this is possible since you only need one "implementation" of parallax occlusion, but you need to create a lot of shaders, and this would be shader assembly not hlsl), or reverse the lighting shader source entirely, add parallax occlusion to the source, and then compile every missing shader combination. We're pretty sure they only compile and distribute shader sets used by the game's assets, and nothing in vanilla Skyrim uses parallax occlusion.

TBH if they wanted to drum up interest in Skyrim SE releasing the shader source would lead to some exciting stuff, but for some reason they're reluctant to bundle it.

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Re: TES Skyrim SE 0.376

aers wrote:
Mirx wrote:Also, i have a question, i´ve seen many people using something called: Multi-Layer Parallax for example in mods like: Majestic mountains or (Glacier Lab(uses multi layer parallax + parallax bump mapping), Ice Cave Parallax Improved. Can this be used in ENB?

As a aditional data, i´ve found that in the mod: Optimized SkyrimCustom.ini, there is a line that says : bEnableParallaxOcclusion=0 ;; Enabling causes parallax-enabled meshes to have no textures.
maybe this can help someone to test things related to adding Parallax to the game, i don´t know, but with that mod my game feels a bit faster and smooth.
The renderer has parallax occlusion as a valid technique in the lighting shader code, but the shader bundle distributed with the game doesn't contain the parallax occlusion shaders, so while you can set parallax occlusion in the mesh settings (via niftools), it will cause the mesh to either render as a blank color or crash. Not sure since I never tested it.

For it to be supported someone would need to implement all the missing shader combinations (probably hundreds - this is possible since you only need one "implementation" of parallax occlusion, but you need to create a lot of shaders, and this would be shader assembly not hlsl), or reverse the lighting shader source entirely, add parallax occlusion to the source, and then compile every missing shader combination. We're pretty sure they only compile and distribute shader sets used by the game's assets, and nothing in vanilla Skyrim uses parallax occlusion.

TBH if they wanted to drum up interest in Skyrim SE releasing the shader source would lead to some exciting stuff, but for some reason they're reluctant to bundle it.
Agg, that´s a shame.
You know, i went back to Oldrim today because of my thirst for better graphics, but for some reason, i can´t play Oldrim anymore :( something makes me to preffer Skyrim SE instead of Oldrim, i hope in the future there may be other ways to implement new effects instead of try to recreate the old ones, and after playing oldrim for a while after uninstall it, i realised that for now, parallax is not so important, and for the water, i´ll be satisfied if we can controll, for example transparency and maybe colour.
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Re: TES Skyrim SE 0.376

What i see myself, character control in 3rd person mode is different a little in old skyrim, feel less comfortable. And it have less grass visually. No other things noticable (sun rays do not count, i don't like them).
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