SkyrimSE:ENBSeries INI Reference/Water: Difference between revisions

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{{PageTitle|logo=delta|title=ENBSeriesINI - Water}}__NOTOC__[[Category:ENB Settings]]
{{PageTitle|logo=delta|title=ENBSeriesINI - Water}}__NOTOC__[[Category:ENB Settings]]
{{TOC|number=Off}}


: {{fs|larger|{{fc|yellow|'''''This feature is <u>Weather compatible</u>!'''''}}}}
: {{fs|larger|{{fc|yellow|'''''This feature is <u>Weather compatible</u>!'''''}}}}
== Global / Misc ==


===EnableLighting===
===EnableLighting===
<syntaxhighlight lang="ini">EnableLighting=(false, true)</syntaxhighlight>
<syntaxhighlight lang="ini">EnableLighting=(false, true)</syntaxhighlight>
This parameter enables water to be dependent on directional lighting, which acts like the sun is lighting the water. Without this enable, no lighting parameters affect the water.


===EnableTemporalAA===
===EnableTemporalAA===
<syntaxhighlight lang="ini">EnableTemporalAA=(false, true)</syntaxhighlight>
<syntaxhighlight lang="ini">EnableTemporalAA=(false, true)</syntaxhighlight>
TAA, like the rest of the game uses, but for water.
TAA, like the rest of the game uses, but for water.
===Muddiness===
<syntaxhighlight lang="ini">Muddiness=(0.0...)</syntaxhighlight>
Controls the clarity of the water when looking into it. ([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2607#p42622 Reference])
===WetMultiplier===
<syntaxhighlight lang="ini">WetMultiplier=1.0</syntaxhighlight>


== Displacement / Waves ==
== Displacement / Waves ==
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Tessellation is the newest, DX11 method, of supporting water displacement (waves).
Tessellation is the newest, DX11 method, of supporting water displacement (waves).


==Reflections==
== Reflections ==
<syntaxhighlight lang="ini">DisableDistantReflection=(false, true)</syntaxhighlight>
<syntaxhighlight lang="ini">DisableDistantReflection=(false, true)</syntaxhighlight>
Reflects objects in the distance on the water surface (outside loaded area).
Reflects objects in the distance on the water surface (outside loaded area).
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This determines the clarity of the water reflecting its environment. This includes things like clouds, the sun, mountains, trees, etc. At a very high value, the water is almost like a mirror. At low values hardly any reflection can be seen at all.
This determines the clarity of the water reflecting its environment. This includes things like clouds, the sun, mountains, trees, etc. At a very high value, the water is almost like a mirror. At low values hardly any reflection can be seen at all.


==Caustics==
== Caustics ==
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
EnableCaustics=(false, true)
EnableCaustics=(false, true)
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([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2454#p39607 Reference])
([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2454#p39607 Reference])


==Dispersion==
== Dispersion ==
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
EnableDispersion=(false, true)
EnableDispersion=(false, true)
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This has the effect of "dispersing" the light reflected into the individual light wavelengths. At high levels this looks very much like a rainbow effect around the actor in the water.
This has the effect of "dispersing" the light reflected into the individual light wavelengths. At high levels this looks very much like a rainbow effect around the actor in the water.


==Shadows==
== Shadows ==
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
EnableCloudsShadow=(false, true)
EnableCloudsShadow=(false, true)
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These parameters allows objects like clouds, trees, bridges, etc. to cast shadows on water. EnableShadow uses a simple shadow whereas EnableVolumetricShadow will use a more performance heavy volumetric shadow.  
These parameters allows objects like clouds, trees, bridges, etc. to cast shadows on water. EnableShadow uses a simple shadow whereas EnableVolumetricShadow will use a more performance heavy volumetric shadow.  


===FresnelMultiplier===
== Fresnel ==
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
FresnelMin=0.0
FresnelMin=0.0
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</syntaxhighlight>
</syntaxhighlight>


===Muddiness===
== Brightness ==
<syntaxhighlight lang="ini">Muddiness=(0.0...)</syntaxhighlight>
Controls the clarity of the water when looking into it. ([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2607#p42622 Reference])
 
===Brightness===
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
BrightnessDawn=(0.0...)
BrightnessDawn=(0.0...)
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BrightnessInteriorNight=(0.0...)
BrightnessInteriorNight=(0.0...)
</syntaxhighlight>
</syntaxhighlight>
Changes the brightness of the water during time of day.


== Sun ==
===SunLightingMultiplier===
===SunLightingMultiplier===
<syntaxhighlight lang="ini">SunLightingMultiplier=(0.0...)</syntaxhighlight>
<syntaxhighlight lang="ini">SunLightingMultiplier=(0.0...)</syntaxhighlight>
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<syntaxhighlight lang="ini">SunScatteringMultiplier=(0.0...)</syntaxhighlight>
<syntaxhighlight lang="ini">SunScatteringMultiplier=(0.0...)</syntaxhighlight>


===WavesAmplitude===
== WavesAmplitude ==
Waves amplitude is fairly self explanatory. It determines how large the waves generated from the one of the displacement methods are. Higher values result in higher waves, lower values result in lower waves. It also has the effect of determining the actual water level, as well. Higher values result in lower overall water height with larger waves, and lower values result in an overall higher water level with smaller waves. One of the displacement methods must be enabled for these parameters to take affect. ([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2518&start=70#p41133 Reference])
Waves amplitude is fairly self explanatory. It determines how large the waves generated from the one of the displacement methods are. Higher values result in higher waves, lower values result in lower waves. It also has the effect of determining the actual water level, as well. Higher values result in lower overall water height with larger waves, and lower values result in an overall higher water level with smaller waves. One of the displacement methods must be enabled for these parameters to take affect. ([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2518&start=70#p41133 Reference])
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">

Latest revision as of 02:37, October 13, 2021

Delta c.png

ENBSeriesINI - Water

This feature is Weather compatible!

Global / Misc

EnableLighting

EnableLighting=(false, true)

This parameter enables water to be dependent on directional lighting, which acts like the sun is lighting the water. Without this enable, no lighting parameters affect the water.

EnableTemporalAA

EnableTemporalAA=(false, true)

TAA, like the rest of the game uses, but for water.

Muddiness

Muddiness=(0.0...)

Controls the clarity of the water when looking into it. (Reference)

WetMultiplier

WetMultiplier=1.0

Displacement / Waves

EnableParallax

EnableParallax=(false, true)

This parameter enables parallax for water. This uses the alpha channel in normal maps, so without an alpha channel texture or a blank alpha channel means this parameter will do nothing. It's an older effect that is replaced by Displacement or Tessellation. (Reference)

EnableDisplacement

EnableDisplacement=(false, true)
DisplacementQuality=(0, 1, 2)

This parameter enables the water displacement effect, which is a form of "parallax occlusion culling". This means that the parallax effect is moderated to give the illusion of water being displaced. This will be replaced by Tessellation, if it's enabled. (Reference)

EnableTessellation

EnableTessellation=(false, true)
TessellationQuality=(0, 1, 2)

Tessellation is the newest, DX11 method, of supporting water displacement (waves).

Reflections

DisableDistantReflection=(false, true)

Reflects objects in the distance on the water surface (outside loaded area).

EnableSelfReflection

EnableSelfReflection=(false, true)

This parameters allows the waves to reflect other waves at lower points in the water.

ReflectionAmount

ReflectionAmount=(0.0...)

This determines the clarity of the water reflecting its environment. This includes things like clouds, the sun, mountains, trees, etc. At a very high value, the water is almost like a mirror. At low values hardly any reflection can be seen at all.

Caustics

EnableCaustics=(false, true)
CausticsAmount=(0.0...)

(Reference)

Dispersion

EnableDispersion=(false, true)
DispersionAmount=(0.0...)

This has the effect of "dispersing" the light reflected into the individual light wavelengths. At high levels this looks very much like a rainbow effect around the actor in the water.

Shadows

EnableCloudsShadow=(false, true)
EnableShadow=(false, true)
EnableVolumetricShadow=(false, true)
VolumetricShadowQuality=(0, 1, 2)

These parameters allows objects like clouds, trees, bridges, etc. to cast shadows on water. EnableShadow uses a simple shadow whereas EnableVolumetricShadow will use a more performance heavy volumetric shadow.

Fresnel

FresnelMin=0.0
FresnelMax=1.0
FresnelMultiplier=(0.0...)

Brightness

BrightnessDawn=(0.0...)
BrightnessSunrise=(0.0...)
BrightnessDay=(0.0...)
BrightnessSunset=(0.0...)
BrightnessDusk=(0.0...)
BrightnessNight=(0.0...)
BrightnessInteriorDay=(0.0...)
BrightnessInteriorNight=(0.0...)

Changes the brightness of the water during time of day.

Sun

SunLightingMultiplier

SunLightingMultiplier=(0.0...)

SunSpecularMultiplier

SunSpecularMultiplier=(0.0...)

SunScatteringMultiplier

SunScatteringMultiplier=(0.0...)

WavesAmplitude

Waves amplitude is fairly self explanatory. It determines how large the waves generated from the one of the displacement methods are. Higher values result in higher waves, lower values result in lower waves. It also has the effect of determining the actual water level, as well. Higher values result in lower overall water height with larger waves, and lower values result in an overall higher water level with smaller waves. One of the displacement methods must be enabled for these parameters to take affect. (Reference)

WavesAmplitudeDawn=(0.0...)
WavesAmplitudeSunrise=(0.0...)
WavesAmplitudeDay=(0.0...)
WavesAmplitudeSunset=(0.0...)
WavesAmplitudeDusk=(0.0...)
WavesAmplitudeNight=(0.0...)
WavesAmplitudeInteriorDay=(0.0...)
WavesAmplitudeInteriorNight=(0.0...)