Boris, here are two test effects with modified blending mode:
https://mega.nz/#!y4FUjaTA!-b8eKxija7bC ... bkVemHFAnY
Two spells, Chain Lighting and Fireball. Easiest to use "psb" console command to give all spells.
The Chain Lighting uses src=srcalpha, dest=invsrccolor like you suggested and Fireball src=srcalpha, dest=one but with premult alpha shader flag enabled. I don't think it's working since I can't see any difference but maybe you can see it? It would be a very easy way to detect these things without changing how they look in the vanilla game. There's also a shader flag for fire refraction that we could try.
I could also enable alpha testing but I think if alpha blending is enabled testing is not done at all.
Skyrim particle patch for ENB
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Re: Skyrim particle patch for ENB
Only can see it works for chain lighting in old skyrim (in se mostly black particle for chain lighting and dumped blend modes do not have src=5, dest=4). Fireball seems not work (unless those big list of fireballs do work the same). Also chain lighting work in both first and third person mode, but when execute spell, can't see that particle, maybe its not designed to be there or lifetime too short so i didnt capture it.
Regarding blending mode itself, seems inverse color looks too much buggy. Can you try invdestalpha or destalpha? Not sure which is better, most likely alpha channel is white almost everywhere, but some transparent objects can change it, but at least it's much less noticable without enbseries running. And in skyrim se things could be different about alpha channel when 64 bit render target set in video options.
Regarding blending mode itself, seems inverse color looks too much buggy. Can you try invdestalpha or destalpha? Not sure which is better, most likely alpha channel is white almost everywhere, but some transparent objects can change it, but at least it's much less noticable without enbseries running. And in skyrim se things could be different about alpha channel when 64 bit render target set in video options.
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Re: Skyrim particle patch for ENB
Do I need to rewrite SMIM?
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Re: Skyrim particle patch for ENB
Skinspecular make some eyes textures look weird
Anything helpful?
Anything helpful?
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Re: Skyrim particle patch for ENB
Boris
Not looking good, no matter what the blending mode the object will look more or less buggy in vanilla. Will look into it again, though.
GrenTeaNeko
Which files?
ryonalice
Yes, I believe you need to make the eye mesh opaque.
Not looking good, no matter what the blending mode the object will look more or less buggy in vanilla. Will look into it again, though.
GrenTeaNeko
Which files?
ryonalice
Yes, I believe you need to make the eye mesh opaque.
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Re: Skyrim particle patch for ENB
Ah
[RANs Eye Reflection Extender]
I think this mod is probably helpful
If I bothered you,I'sorry
[RANs Eye Reflection Extender]
I think this mod is probably helpful
If I bothered you,I'sorry
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Re: Skyrim particle patch for ENB
Not at all, thanks for the tip - looks much better, indeed.
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Re: Skyrim particle patch for ENB
ryonalice
Transparency moves eyes to draw in the end of scene, which gives other issues, so much better would be to keep eyes opaque, but change textures for eye lashes to make them not receive specular or any lighting at all (as i remember eye lashes drawed together with eyes by same shader, so disabling lighting on both of them not good idea).
mindflux
In theory, replacing blend mode (src=srcalpha, dest=one) by (src=srcalpha, dest=destalpha) should give almost no difference by look, unless particles are drawed to alpha channel, so old make it darker (happen only if 64 but render target set in game options).
Transparency moves eyes to draw in the end of scene, which gives other issues, so much better would be to keep eyes opaque, but change textures for eye lashes to make them not receive specular or any lighting at all (as i remember eye lashes drawed together with eyes by same shader, so disabling lighting on both of them not good idea).
mindflux
In theory, replacing blend mode (src=srcalpha, dest=one) by (src=srcalpha, dest=destalpha) should give almost no difference by look, unless particles are drawed to alpha channel, so old make it darker (happen only if 64 but render target set in game options).
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Re: Skyrim particle patch for ENB
Boris
Thanks for explanation
Thanks for explanation
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Re: Skyrim particle patch for ENB
brewerycasklargeclosed02.nif and millogpile.nif asks to overwrite these files, do you need to do it?