TES Skyrim SE 0.475

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.475

I dont know what is that. If changes path of sun - not supported and will never be.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
Posts: 12
Joined: 15 Dec 2013, 05:22

Re: TES Skyrim SE 0.475

ENBSeries wrote: 18 May 2022, 03:40 I dont know what is that. If changes path of sun - not supported and will never be.
Yeah it is just a single gamesetting "fSunYExtreme" from vanilla 40->120

Offline
Posts: 48
Joined: 28 Jan 2019, 01:44

Re: TES Skyrim SE 0.475

Somewhat similar to Ozin's problem, when I have EVLaS installed, the Dawn, Sunrise, Sunset, and Dusk FakeLight settings don't work on complex grass. Everything else still functions fine during those times though. I have ENB Helper installed and everything. Other than this, the grass looks spectacular. I have mentioned this to the author of that mod as well.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.475

Fake lighting is not supposed to work when sun is close to horizon level, because normal for it is pointed to the sky top.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 48
Joined: 28 Jan 2019, 01:44

Re: TES Skyrim SE 0.475

ah. thank you very much.

I've noticed this because ambient occlusion turns the grass almost black when there's no direct light present. Obviously this scene looks better with ambient occlusion on, but the grass very dark. is there was a way to tie the FakeLight parameter to the ambient light? that way if direct light is not present, this extreme darkening of the grass would not occur

(first image is ambient occlusion ON, second image is ambient occlusion OFF)

Image
Image

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.475

Actually such dark grass is technically correct. But you set too high ao amount obviously, any vegetation in such situation (or beard) will turn to same looking. And i don't see any trick how to fix this, if apply fake lighting all the time, not just at midday, then it will make grass glowing when it's not supposed to be and i'll get other types of bug reports.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 48
Joined: 28 Jan 2019, 01:44

Re: TES Skyrim SE 0.475

ah I gotcha. The reason I have my AO cranked so high is to make dusk and dawn have more shadows and depth. Even in vanilla, if you're near a mountain that covers the sunlight, you are left with only ambient light, and it looks really bland without a hefty amount of Ambient occlusion. Having fakelight light on the grass that you could raise and lower per-time-of-day, would allow for such drastic amounts of AO to be feasible. (or if you could lower the AO for grass only)

If you look at anything else in the screenshot, you can see how much depth that AO brings the scene, even without directional light present

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.475

Version updated, download again
Fixed ambient occlusion around objects near sky. Moved grass collision parameters to enbseries.ini.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
Posts: 48
Joined: 28 Jan 2019, 01:44

Re: TES Skyrim SE 0.475

thanks for the grass collision settings movement!

also you were right about me using too much AO thank you Boris!

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17551
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.475

Version updated, download again
Replaced shadow bias for point lights by own code to fix visibility of polygons.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
Post Reply