To look more realistic it also need some kind of particles to remove clean look of water, but i don't have any suitable ideas which are fast enough for drawing in volume.
Btw, to make water edge performance is wasted to make blurring (can be optimized by sampling two pixels and if same, then skip), but seems nobody noticed this feature, so better by default remove it.
TES Skyrim SE 0.396
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Re: TES Skyrim SE 0.396
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Re: TES Skyrim SE 0.396
To remove the clean look of water, how are things with underwater sunrays currently ? (not pushing, just asking)ENBSeries wrote:To look more realistic it also need some kind of particles to remove clean look of water, but i don't have any suitable ideas which are fast enough for drawing in volume.
Do you mean the EdgeBlur range feature from "enbunderwater.fx.ini" ? If I change this value, nothing seems to change. The other two Blur adjusters (amount and range) are working as they should and are very neccessary.ENBSeries wrote:Btw, to make water edge performance is wasted to make blurring (can be optimized by sampling two pixels and if same, then skip), but seems nobody noticed this feature, so better by default remove it.
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Re: TES Skyrim SE 0.396
The water edge is animated thing with distortion and bluriness like at the screenshot below
http://i.imgur.com/MNmq1J9.jpg
http://i.imgur.com/MNmq1J9.jpg
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Re: TES Skyrim SE 0.396
Oh, this thing. This is the water surface line. And changing parameters is hard to check with it, because if this line is visible, then ENB window disappears.
(By water edge most people think of the edge that lines up with the shores. Or with some reservations - the edges of the things that are in the water)
(By water edge most people think of the edge that lines up with the shores. Or with some reservations - the edges of the things that are in the water)
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Re: TES Skyrim SE 0.396
Okay, renamed that variable and added it to another blurring pass to increase visibility.
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Re: TES Skyrim SE 0.396
Boris, I was wondering whether it would be possible to add Oldrim's rays and shadows on water (since the SE rays are not working).
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Re: TES Skyrim SE 0.396
Wow, I've been away for a few days after making my post about water effects so coming back here and seeing a bunch of it implemented was a wonderful surprise! You are a genius, Boris. Thank you so much!
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Re: TES Skyrim SE 0.396
Boris, I was thinking maybe underwater particles could be implemented the same way as snowflakes during snowy weather. Is it possible to do it that way?
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Re: TES Skyrim SE 0.396
Particles are not dense enough for that thing. if to have many particles in each quad, then will be big fillrate impact and lose of volumetric look. Drawing via fractals is math intense too much and static much.
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