TES Skyrim 0.223
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- *sensei*
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Re: TES Skyrim 0.223
Separated lens shaders? Hell yeah!
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.223
The lens file looks like it can add some nice effects in the future once some capable people get to grips with it.
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Re: TES Skyrim 0.223
Version updated, download again. Reduced noise of shadow
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Re: TES Skyrim 0.223
@ Boris
Thanks. I was going to report that issue, seems you picked up long beforehand.
Thanks. I was going to report that issue, seems you picked up long beforehand.
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Re: TES Skyrim 0.223
@Boris
it looks better then the noise i mean it's still pest or kolara but better overall these distortions look not so artificial and the noise is very low compared to the noisy version also it looks like speed enhanced as well
ShadowBlurRange = 0.10 Bilateral Filter = on
ShadowsQualityfix= off Bilateral Filter = on
ShadowsQualityfix= off Bilateral Filter = off
i will try to optimize these closeup shadow results some more via the engine setup not sure what the iblur values are currently though im rather careful with shadows they can have a big speed impact in the normal gameplay especially interior render results, so i would rather crosscheck first in some interior scenes where i know rendering to brake away without a real visual benefit.
Hmm the bilateral shadow filter has some interesting sharpen effect on the Hair ?
Temporal AA result
Temporal AA = on Bilateral Filter = on
@Boris
could you implement a checkbox for disabling the whole Engine Shadow Rendering to get some result like this (but without the shadow stripes)
This seems to be a dependency bug (disable detail shadow enable shadow fix), but it's nice for fast result checking without shadows would be perfect if the stripes would be gone too
And this should be my current base Engine Shadow Render Result (without ENB Shadow fixes)
i gathered lot of visual results now for all kind of situations time to change the Nvidia driver now and leave 214.22
it looks better then the noise i mean it's still pest or kolara but better overall these distortions look not so artificial and the noise is very low compared to the noisy version also it looks like speed enhanced as well
ShadowBlurRange = 0.10 Bilateral Filter = on
ShadowsQualityfix= off Bilateral Filter = on
ShadowsQualityfix= off Bilateral Filter = off
i will try to optimize these closeup shadow results some more via the engine setup not sure what the iblur values are currently though im rather careful with shadows they can have a big speed impact in the normal gameplay especially interior render results, so i would rather crosscheck first in some interior scenes where i know rendering to brake away without a real visual benefit.
Hmm the bilateral shadow filter has some interesting sharpen effect on the Hair ?
Temporal AA result
Temporal AA = on Bilateral Filter = on
@Boris
could you implement a checkbox for disabling the whole Engine Shadow Rendering to get some result like this (but without the shadow stripes)
This seems to be a dependency bug (disable detail shadow enable shadow fix), but it's nice for fast result checking without shadows would be perfect if the stripes would be gone too
And this should be my current base Engine Shadow Render Result (without ENB Shadow fixes)
i gathered lot of visual results now for all kind of situations time to change the Nvidia driver now and leave 214.22
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Re: TES Skyrim 0.223
Boris
Can I port the FoV var to .txt shaders too ? Or can you do it eventually ?
Can I port the FoV var to .txt shaders too ? Or can you do it eventually ?
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Re: TES Skyrim 0.223
Oyama
effect.txt do not support fov.
effect.txt do not support fov.
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Re: TES Skyrim 0.223
Boris
Got it.
When you mean "do not", do you also mean "useless, so will never" ?
Another noob question : does enblens.fx support, or can support ENightDay and EInterior factors ?
I started working on it with simple things and was just wondering...
BTW, gratz on separating the shaders, this will offer nice opportunities
Got it.
When you mean "do not", do you also mean "useless, so will never" ?
Another noob question : does enblens.fx support, or can support ENightDay and EInterior factors ?
I started working on it with simple things and was just wondering...
BTW, gratz on separating the shaders, this will offer nice opportunities
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Re: TES Skyrim 0.223
Never. effect.txt is standart between many different versions and it's untouched withou very important reason.
Interior and night/day supported, i forgot to add these vars in to shader
Interior and night/day supported, i forgot to add these vars in to shader
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Re: TES Skyrim 0.223
Got itENBSeries wrote:Never. effect.txt is standart between many different versions and it's untouched withou very important reason.
Interior and night/day supported, i forgot to add these vars in to shader
Good, let's play with that new shader...
EDIT :
Fantastic !
Just added some defines (lens multiplier), uniform constants to the PS Draw shader (color filter, color multiplier), may add an axis as well, separated all these for D, N and interiors and it's REALLY interesting.
The interaction between this, anamorphic lens passes left in bloom shader, and some bokeh effects from the prepass allows to give a LOT LIFE to the image.
As always, being subtle in enbseries.ini and controlling everything via the shader gives the best results, definitely.
Boris, you ROCK !
Semi off-Topic
BTW, speaking about important reasons to make these changes to .txt shaders...
Porting additional shaders, existing ones such as LumaSharpen from SweetFX (that you like so much :mrgreen: ) , or creating new ones from scratch, could greatly benefit from a D-N-I separation on games supporting it, TESV and FallOut / FNV being first and foremost....
OK, I *know* we can do a TON with existing .fx for now, but I also know order of execution impacts particular effects a lot, such as sharpening... depending on its method.
I still believe a lot in .txt potential when it comes to particular effects.
Last edited by Oyama on 30 Sep 2013, 09:53, edited 1 time in total.
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