V0.482: Added complex parallax effect for terrain, it adds two pass parallax occlusion mapping. Complex parallax decals also can be made from usual meshes to support their transparency. Added depth bias for transparent parallax meshes to avoid z-fighting. Added ability to load and replace decal textures inside the game to simplify their editing, check profiler tab of editor window. Fixed game bug when some objects in water reflection have yellow-green color. Improved performance of complex parallax. Added parameter EnableComplexMaterial because people are lazy to fix their mistakes. Fixed bug when skylighting makes terrain in some areas dark. Applied minor cpu performance optimizations. Removed shader caching functionality as it not works because of some skse plugin or mod manager which replaces file access functions. Fixed size of complex particles when sky mesh is scaled. Restored fix for transparent hairs in water reflections which looks green there. Minor visual improvements to complex particle and fire lights. Optimized ExpandHDR performance for water. Fixed game refraction bugs for glass and added support of thickness adjusting of it as alpha channel of texture. Fixed blending bug with some types of particle lights. Moved parallax parameters to the enbseries.ini. Added ReflectionCubemapInterior parameter to category. Fixed eyes and some transparent hairs for complex particle lights. Now possible to have higher quality longer range shadows. Fixed vanilla god rays for iNumSplits=3 (default is 2) parameter of SkyrimPrefs.ini, which is number of shadow cascades. Fixed bug with range of particle lights was dependent from field of view. Details about implementation you can ask on the forum or in the discord or wait until someone make a guide. Complex material type also allow to use parallax on it. V0.484: Added category and support of dielectric and metallic materials. Added UseLinearMath to the category to make sun rays work properly with high sun intensities. Fixed compatibility with NAT sky mesh which incorrectly worked with particle lights. Fixed some vanilla hairs for image based lighting and particle lighting when using specular. Removed quality parameter of subsurface scattering as it was not used for long. Improved quality of subsurface scattering effect. Fixed stuttering issue caused by power management of some videocards. Fixed underwater caustics not applied properly with some mods which change sky mesh. Fixed crash with complex grass enabled for some AMD users. Added workaround for reported black dots on bodies, maybe caused by some mod or driver bug. Removed static decals as no mod released with them and game have bug for them which i fixed, but that fix made dynamic decals not work properly (as they do not have game bug), such as footprints and hits from spells. Added properly casted caustics on the water bottom from character waves. Decreased startup time as part of global optimization in progress. Changed screenshots location to "screenshots" folder instead of game root. V0.488: Fixed various bugs with water and made sharper looking displacement. V0.493: Ported optimized complex parallax from Patreon version. Highly recommended TES Skyrim bug fix of game objects like fire, water particles, doors, vegetables, candles, etc is available here This is just the mod with default preset, download customized presets and shaders from the forum or other sites (Nexus). Ported optimizations and quality improvements from Patreon version for rain, water, underwater, sky, shadow and various minor cpu optimizations. You’ll be able to tell that Alpha Lock is on because your layer thumbnail will have a checkered background behind the illustration.POSTING THE ENBSERIES BINARY FILES ON NEXUS SITES IS STRICTLY PROHIBITEDĪdded dynamic cubemaps which activated for objects with 1px size cubemaps. To turn on Alpha Lock, simply click the Layer thumbnail of the Layer you want to add texture to and select Alpha Lock from the menu. It’s part of the layer that you’re working on which makes it harder to undo if you want to make changes.īoth techniques are great! Just choose which one works for you based on the piece you’re creating. With Alpha Lock, the texture that you’re adding is more permanent. For example, if you use a Clipping Mask to add texture, you can always edit the texture in the future since it’s on its own layer. The biggest difference between the two is that a Clipping Mask allows for non-destructive editing. You’ll enable it on the layer that you are adding texture to, and like a Clipping Mask, the texture will be contained on just the elements of that layer. Alpha Lock functions similarly to a Clipping Mask, but instead of using two layers, it just works with one. You may be wondering what the difference is between Alpha Lock and a Clipping Mask.
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