|
|
Line 905: |
Line 905: |
|
| |
|
| You can find the advanced guide here: [http://wiki.step-project.com/Guide:ENBseries_INI ENBseries INI Guide] | | You can find the advanced guide here: [http://wiki.step-project.com/Guide:ENBseries_INI ENBseries INI Guide] |
|
| |
| ==Coming Soon==
| |
| <!--
| |
|
| |
| == COLORCORRECTION ==
| |
| The [COLORCORRECTION] section will allow a color gradient to used to blend over the scene. This can be any color used from an included bmp image. Before adjusting the Brightness or Gamma settings it is recommended to do monitor calibration.
| |
|
| |
| This setting determines whether the included color palette image is used.
| |
| <pre>UsePaletteTexture=(false, true)</pre>
| |
| These parameter will adjust the brightness and gamma of the color correction. This can help if users are using different in game brightness settings and need to tweak for preference.
| |
| <pre>Brightness=(0.0...10.0)
| |
| GammaCurve=(0.0...10.0)</pre>
| |
|
| |
| == Editing Time of Day Settings ==
| |
| The time of day settings allow a more precise control of when sunrise, sunset, night, and day should start, using the game time data. This also controls the duration of the transitions for dawn and dusk. All values use a floating point number based on a twenty-four hour day: <parameter> = (0.0...23.9). This section should only be adjusted by advanced users or ENB authors as changing these value could have unexpected consequences on weather and lighting.
| |
| Enable or disable Time of Day settings.
| |
| <pre>Enable=true</pre>
| |
|
| |
| This setting is the duration that the transition between night and day takes in game hours.
| |
| <pre>DawnDuration=(0.0...23.9)</pre>
| |
|
| |
| This setting is the time that the sunrise occurs in game.
| |
| <pre>SunriseTime=(0.0...23.9)</pre>
| |
|
| |
| This setting is the time that the middle of the day occurs in game.
| |
| <pre>DayTime=(0.0...23.9)</pre>
| |
|
| |
| This setting is the time that the sunset occurs in game.
| |
| <pre>SunsetTime=(0.0...23.9)</pre>
| |
|
| |
| This setting is the duration that the transition between day and night takes in game hours.
| |
| <pre>DuskDuration=(0.0...23.9)</pre>
| |
|
| |
| This setting is the time that the middle of the day occurs in game.
| |
| <pre>NightTime=(0.0...23.9)</pre>
| |
|
| |
| == Editing Night and Day Settings ==
| |
|
| |
| This section is another way of ENB Series using day and night values, like the [TIMEOFDAY] section, except that the color of the sky gradient is used for detection. This is not compatible with customs skies that change the colors of the sky, so it not recommended to be changed by users.
| |
|
| |
| This setting will enable use of the old day/night detection method.
| |
| <pre>DetectorOldVersion=(false, true)</pre>
| |
| This setting will enable the default settings and ignore the values below.
| |
| <pre>DetectorDefaultDay=(false, true)</pre>
| |
| This parameter will make the detection rely more on the day time settings when lowered and less on day time settings when raised.
| |
| <pre>DetectorLevelDay=(0.0...1.0)</pre>
| |
| This parameter will make the detection rely more on the night time settings when lowered and less on night time settings when raised.
| |
| <pre>DetectorLevelNight=(0.0...1.0)</pre>
| |
| This parameter will make the detection rely more on the day time settings when lowered and more on the night time settings when raised.
| |
| <pre>DetectorLevelCurve=(0.0...10.0)</pre>
| |
|
| |
| == Editing Adaptation ==
| |
| This section creates an effect that mimicks the iris of the human eye. When looking at something bright and then something dark, it will take a moment to adjust.
| |
|
| |
| This setting will enable the use of the AdaptationMin and AdaptationMax values. If set to "false" it will use the AdaptationTime and AdaptationSensitivity settings.
| |
| <pre>ForceMinMaxValues=(false, true)</pre>
| |
| This parameter determines how sensity the effect is about light and dark areas.
| |
| <pre>AdaptationSensitivity=(0.0...1.0)</pre>
| |
| This parameter determines the reaction time when moving from dark or bright areas.
| |
| <pre>AdaptationTime=(0.0...1.0)</pre>
| |
| This parameter is the minimum value of the adaptation effect.
| |
| <pre>AdaptationMin=(0.0...1.0)</pre>
| |
| This parameter is the maximum value of the adaptation effect.
| |
| <pre>AdaptationMax=(0.0...100.0)</pre>
| |
|
| |
| == BLOOM ==
| |
| Bloom is the effect you get when a light source behind an object makes the object's edges "glow" and become a bit hazy. Bloom also accounts for a lot of the "hazy" effect in some ENB presets.
| |
|
| |
| ;Quality
| |
| :determines the blurring quality of the bloom. Values range from 0 to 2 where lower values are higher quality and vise versa.
| |
|
| |
| ;Amount
| |
| :sets the amount of bloom during the day, night, and in interiors for each setting. Ranges from 0.0 (none) to 1.0.
| |
|
| |
| This parameter adjusts the quality of the Bloom effect which is described above. 0 is the highest quality and 2 is the highest performance. Unless a preset has this value specifically set, it's not recommended to set this to anything other than 0, since the performance increase is minimal at best.
| |
| <pre>Quality=(0,1,2)</pre>
| |
|
| |
| The following parameters determine how much Bloom to add. The settings are from 0.0 to 1.0 and the higher the value the more Bloom blurs and adds a slight lighting effect to the scene. If using an ENB Profile then it is recommended to not change these settings.
| |
| <pre>AmountSunrise=(0.0...1.0)
| |
| AmountDay=(0.0...1.0)
| |
| AmountSunset=(0.0...1.0)
| |
| AmountNight=(0.0...1.0)
| |
| AmountInteriorDay=(0.0...1.0)
| |
| AmountInteriorNight=(0.0...1.0)</pre>
| |
| The following parameters determine how much blue coloring to add to objects affected by Bloom. The settings are from 0.0 to 10.0, but going below 1.0 will remove most blue color from Bloom. If using an ENB Profile then it is recommended to not change these settings.
| |
| <pre>BlueShiftAmountSunrise=(0.0...10.0)
| |
| BlueShiftAmountDay=(0.0...10.0)
| |
| BlueShiftAmountSunset=(0.0...10.0)
| |
| BlueShiftAmountNight=(0.0...10.0)
| |
| BlueShiftAmountInteriorDay=(0.0...10.0)
| |
| BlueShiftAmountInteriorNight=(0.0...10.0)</pre>
| |
|
| |
| == LENS ==
| |
|
| |
| {{Notice Small|Completely outdated. DO NOT USE!}}
| |
|
| |
| This is for simulating lens distortion and reflection in cameras which is part of the bloom code; thus, it requires having bloom enabled in order to work. The amount of lens reflection is dependent on the amount of bloom.
| |
|
| |
| LenzReflectionIntensity- sets the amount of lens reflection during the day, night, and in interiors.
| |
|
| |
| LenzReflectionPower - controls how much of the effect is displayed depending on light levels during the day, night, and in interiors. Lower values cause the effect to be mirror-like and higher values will cause the effect to be glare-like.
| |
|
| |
| These setting will adjust the amount of lens effects added, and will trigger when looking at a bright surface, like the sun. This section will not do anything if there is no Bloom added or if it is disabled.
| |
|
| |
| The following parameters determine the intensity of the lens effects when looking at bright surfaces. The settings go from 0.0 to 10.0. If using an ENB Profile then it is recommended to not change these settings.
| |
| <pre>LenzReflectionIntensitySunrise=(0.0...1.0)
| |
| LenzReflectionIntensityDay=(0.0...1.0)
| |
| LenzReflectionIntensitySunset=(0.0...1.0)
| |
| LenzReflectionIntensityNight=(0.0...1.0)
| |
| LenzReflectionIntensityInteriorDay=(0.0...1.0)
| |
| LenzReflectionIntensityInteriorNight=(0.0...1.0)</pre>
| |
| This is the sensitivity of the lens effect where higher values create lens reflections only for bright light sources. Values lower than 1 will generate reflections. The settings go from 0.5 to 10.0. If using an ENB Profile then it is recommended to not change these settings.
| |
| <pre>LenzReflectionPowerSunrise=(0.0...10.0)
| |
| LenzReflectionPowerDay=(0.0...10.0)
| |
| LenzReflectionPowerSunset=(0.0...10.0)
| |
| LenzReflectionPowerNight=(0.0...10.0)
| |
| LenzReflectionPowerInteriorDay=(0.0...10.0)
| |
| LenzReflectionPowerInteriorNight=(0.0...10.0)</pre>
| |
|
| |
| == SSAO_SSIL ==
| |
| This setting will turn on Indirect Lighting which will offset the amount of AO applied to the scene. It will counter the effects of AOamount below that can darken shadows to much.
| |
| <pre>UseIndirectLighting=(false, true)</pre>
| |
| This value helps to slightly add indirect lighting correctness. Better performance with this set to "false" without a noticeable difference to indirect lighting correctness. This is recommended to be false, or left to the value or the ENB Profile in use.
| |
| <pre>UseComplexIndirectLighting=(false, true)</pre>
| |
| This setting enables more detailed AO, and will place AO better into the scene. This is less of a performance hit than ComplexIL.
| |
| <pre>UseComplexAmbientOcclusion=(false, true)</pre>
| |
| This setting will enable an extension of Indirect Lighting, so that Indirect Lighting can be added to new places in the scene.
| |
| <pre>UseAmbientIndirectLighting=(false, true)</pre>
| |
| Modifying this parameter will adjust the quality of SSAO. -1 is the extreme quality and 2 is the lowest. Recommended setting is either 0 or 1. Using 2 can cause issues with AO and Indirect Lighting with a loss of definition.
| |
| <pre>SamplingQuality=(-1, 1, 0, 2)</pre>
| |
| This parameter is similar to the above in terms of quality. -1 is the extreme quality and 2 is the lowest. Recommended setting is either 0 or 1. This is main control for the SSAO/SSIL effect and should be changed last since it has minimal impact on performance.
| |
| <pre>SamplingPrecision=(-1, 1, 0, 2)</pre>
| |
| This parameter will expand the radius of the SSAO/SSIL effect. Higher values can cause an aura that is noticeable in lit places like dungeons and caves. Recommended to be set lower than 1.0.
| |
| <pre>SamplingRange=(0.0...10.0)</pre>
| |
| This parameter is the SSAO fading fog range to see the effect on objects which is difficult to see through fog. This will limit the range AO effect goes through fog, since seeing the effect is difficult. Increasing the parameter will remove SSAO from fog while lowering the value will render the effect farther into fog.
| |
| <pre>FadeFogRange=(0.0...10.0)</pre>
| |
| This parameter determines the size of the SSAO texture at which the effect is rendered relative to screen resolution. A value above 1.0 will render for sizes bigger than screen resolution, and it is important to note that the number is not linear. Any change is measured exponentially, so 1.1 is twice as slow in performance than 1.0.
| |
| <pre>SizeScale=(0.0...10.0)</pre>
| |
| This parameter determines the resolution of textures that SSAO effect reads data. Using 0.5 to 1.0 is better for low resolution display mode. There is no cache for texture reads, so this setting should not be set above 1.0.
| |
| <pre>SourceTexturesScale=(0.0...1.0)</pre>
| |
| This setting reduces the noise generated by SSAO, and can bet set to -1, 0, 1, and 2. -1 is the higher quality and 2 is the highest performance.
| |
| <pre>FilterQuality=(-1, 0, 1, 2)</pre>
| |
| This setting determines which type of filter is used for the SSAO effect. There are five types with 0 being the highest quality and 4 being from older versions of ENB's SSAO.
| |
| <pre>FilterType=(0, 1, 2, 3, 4)</pre>
| |
| This parameter determines how much darkening will take place between a shadow and it's source.
| |
| <pre>AOAmount=(0.0...10.0)</pre>
| |
| <pre>AOAmountInterior=(0.0...10.0)</pre>
| |
| This parameter will increase the amount of Indirect Lighting around shadows.
| |
| <pre>ILAmount=(0.0...10.0)</pre>
| |
| <pre>ILAmountInterior=(0.0...10.0)</pre>
| |
| This parameter determines the intensity of the AO in a scene. If using a high value for AOAmount, this can be set lower to avoid having overly dark spots in the scene.
| |
| <pre>AOIntensity=(0.0...10.0)</pre>
| |
| <pre>AOIntensityInterior=(0.0...10.0)</pre>
| |
| This parameter changes the ssao type being used. This should be left up to the ENB Profile author. Change between 0, 1, and 2.
| |
| <pre>AOType=(0, 1, 2)</pre>
| |
| This parameter affects the ambient color of a scene, much like SkyLighting effect. 0 uses the the color factor to decrease effect on bright surfaces, like snow. That is only difference between 0 and 1. 2 and 3 do modulation but produces less realistic effect. 2 uses the color factor to decrease effect on bright surfaces. That is the only difference between 2 and 3. 2 through 7 are mostly like the AO in other games or Nvidia AO and become less apparent while in use going from 2 to 7.
| |
| <pre>AOMixingType=(0...7)</pre>
| |
| <pre>AOMixingTypeInterior=(0...7)</pre>
| |
|
| |
| <!--
| |
|
| |
| == SKYLIGHTING ==
| |
| These parameters determine the strength of the Skylighting effect with higher values causing brighter effects. By setting these to 1.0 will make Skylighting appear to be completely disabled.
| |
| <pre>
| |
| AmbientMinLevelSunrise=(0.0...1.0)
| |
| AmbientMinLevelDay=(0.0...1.0)
| |
| AmbientMinLevelSunset=(0.0...1.0)
| |
| AmbientMinLevelNight=(0.0...1.0)
| |
| AmbientMinLevelInteriorDay=(0.0...1.0)
| |
| AmbientMinLevelInteriorNight=(0.0...1.0)
| |
| </pre>
| |
|
| |
|
| |
| == ENVIRONMENT ==
| |
|
| |
|
| |
| == SKY ==
| |
|
| |
|
| |
| == OBJECT ==
| |
|
| |
|
| |
| == Editing Vegetation SSS ==
| |
| The ''[VEGETATION]'' section will apply Subsurface Scattering to plants and grass, plus other vegetation. This does not affect every single type of plant life in Skyrim.
| |
|
| |
| These parameters will make vegetation brighter and bring out more color in plants, like trees and grass.
| |
| <pre>SubSurfaceScatteringMultiplierSunrise=(0.0... )
| |
| SubSurfaceScatteringMultiplierDay=(0.0... )
| |
| SubSurfaceScatteringMultiplierSunset=(0.0... )
| |
| SubSurfaceScatteringMultiplierNight=(0.0... )
| |
| SubSurfaceScatteringMultiplierInteriorDay=(0.0... )
| |
| SubSurfaceScatteringMultiplierInteriorNight=(0.0... )</pre>
| |
| These parameters will make vegetation darker and reduce the vibrancy of the colors in plants, like trees and grass.
| |
| <pre>SubSurfaceScatteringPowerSunrise=(0.0... )
| |
| SubSurfaceScatteringPowerDay=(0.0... )
| |
| SubSurfaceScatteringPowerSunset=(0.0... )
| |
| SubSurfaceScatteringPowerNight=(0.0... )
| |
| SubSurfaceScatteringPowerInteriorDay=(0.0... )
| |
| SubSurfaceScatteringPowerInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == EYES ==
| |
|
| |
|
| |
| == LIGHTSPRITE ==
| |
| This section will increase or decrease the glow from light sources like fireplaces, torches, and candles. The effect will only work on objects that have the proper effect added in game.
| |
|
| |
| These parameters will affect how intense the glow from the fireplaces torches, and candles appears in game.
| |
| <pre>IntensitySunrise=(0.0... )
| |
| IntensityDay=(0.0... )
| |
| IntensitySunset=(0.0... )
| |
| IntensityNight=(0.0... )
| |
| IntensityInteriorDay=(0.0... )
| |
| IntensityInteriorNight=(0.0... )</pre>
| |
| These parameters will place a curve on how high the glow will scale from fireplaces, torches and candles by adjusting the contrast.
| |
| <pre>CurveSunrise=(0.0... )
| |
| CurveDay=(0.0... )
| |
| CurveSunset=(0.0... )
| |
| CurveNight=(0.0... )
| |
| CurveInteriorDay=(0.0... )
| |
| CurveInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == WINDOWLIGHT ==
| |
| This section will change the windows in game adjusting the brightness which will affect the point lighting of the scene.
| |
|
| |
| These parameters will affect the brightness of the windows.
| |
| <pre>IntensitySunrise=(0.0... )
| |
| IntensityDay=(0.0... )
| |
| IntensitySunset=(0.0... )
| |
| IntensityNight=(0.0... )
| |
| IntensityInteriorDay=(0.0... )
| |
| IntensityInteriorNight=(0.0... )</pre>
| |
| These parameters will affect the contrast of the windows.
| |
| <pre>CurveSunrise=(0.0... )
| |
| CurveDay=(0.0... )
| |
| CurveSunset=(0.0... )
| |
| CurveNight=(0.0... )
| |
| CurveInteriorDay=(0.0... )
| |
| CurveInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == VOLUMETRICFOG ==
| |
| The ''[VOLUMETRICFOG]'' section will affect the fog that appears in exteriors in the mountains around Skyrim. There is a few interiors with fog placed in them as well, but not every interior will affected by these parameters.
| |
|
| |
| These parameters will affect the brightness of the fog. Setting these to 2.0 or higher will make the fog appear as thick as clouds and high curve values will be needed to reduce this effect.
| |
| <pre>IntensitySunrise=(0.0... )
| |
| IntensityDay=(0.0... )
| |
| IntensitySunset=(0.0... )
| |
| IntensityNight=(0.0... )
| |
| IntensityInteriorDay=(0.0... )
| |
| IntensityInteriorNight=(0.0... )</pre>
| |
| These parameters will affect the contrast of the fog.
| |
| <pre>CurveSunrise=(0.0... )
| |
| CurveDay=(0.0... )
| |
| CurveSunset=(0.0... )
| |
| CurveNight=(0.0... )
| |
| CurveInteriorDay=(0.0... )
| |
| CurveInteriorNight=(0.0... )</pre>
| |
| These parameters affect the fog sprite and will cause fog clouds to drawl light from the surrounding area with higher values.
| |
| <pre>LightingInfluenceSunrise=(0.0... )
| |
| LightingInfluenceDay=(0.0... )
| |
| LightingInfluenceSunset=(0.0... )
| |
| LightingInfluenceNight=(0.0... )
| |
| LightingInfluenceInteriorDay=(0.0... )
| |
| LightingInfluenceInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == FIRE ==
| |
| This section will change the effects of fire from both fire sources and fire spells. The water foam and draugr eyes are also effected by this section.
| |
|
| |
| These parameters will change the brightness and saturation of the in game fire. High values for these parameters can cause fire to become overly bright and higher curve values will be needed to compensate.
| |
| <pre>IntensitySunrise=(0.0... )
| |
| IntensityDay=(0.0... )
| |
| IntensitySunset=(0.0... )
| |
| IntensityNight=(0.0... )
| |
| IntensityInteriorDay=(0.0... )
| |
| IntensityInteriorNight=(0.0... )</pre>
| |
| These parameters will change the brightness and saturation of the in game fire. Higher curve values are needed if using high intensity values.
| |
| <pre>CurveSunrise=(0.0... )
| |
| CurveDay=(0.0... )
| |
| CurveSunset=(0.0... )
| |
| CurveNight=(0.0... )
| |
| CurveInteriorDay=(0.0... )
| |
| CurveInteriorNight=(0.0... )</pre>
| |
| This setting will make fire even more bright and appear like white light if higher intensity values are used. Setting this to "false" will help with fire spells that give off light.
| |
| <pre>AdditiveBlending=(false, true)</pre>
| |
|
| |
|
| |
| == PARTICLE ==
| |
| This section will affect the fog or mist in dungeons and around marshes, the blowing snow, and water foam. For this section to work correctly it is highly recommended that Mindflux's Particle Patch for ENB is used.
| |
|
| |
| These parameters will add brightness and saturation to water foam, fog, mist, and blowing snow.
| |
| <pre>IntensitySunrise=(0.0... )
| |
| IntensityDay=(0.0... )
| |
| IntensitySunset=(0.0... )
| |
| IntensityNight=(0.0... )
| |
| IntensityInteriorDay=(0.0... )
| |
| IntensityInteriorNight=(0.0... )</pre>
| |
| These parameters will help blend the ambient colors of the scene in with the particles. If using high intensity values these parameters will help compensate.
| |
| <pre>LightingInfluenceSunrise=(0.0... )
| |
| LightingInfluenceDay=(0.0... )
| |
| LightingInfluenceSunset=(0.0... )
| |
| LightingInfluenceNight=(0.0... )
| |
| LightingInfluenceInteriorDay=(0.0... )
| |
| LightingInfluenceInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == DEPTHOFFIELD ==
| |
|
| |
|
| |
| == SHADOW ==
| |
| This section will change the quality and casting of shadows in Skyrim by adding effects and allowing shadows to be cast everywhere. Some of these settings are just fixes, while a few are quality enhancements.
| |
|
| |
| This setting will make Skyrim cast shadows in places that shadows should be showing, or just allowing shadows to be cast everywhere in game.
| |
| <pre>ShadowCastersFix=(false, true)</pre>
| |
| This setting increases the size of shadows and then blurs the edges to improve the quality.
| |
| <pre>ShadowQualityFix=(false, true)</pre>
| |
| This setting smooths out hard edges of shadows without trying to blur the shadows to obtain smoothness.
| |
| <pre>UseBilateralShadowFilter=(flase, true)</pre>
| |
| This setting is for the overall quality of the detailed shadows, can be set to 0, 1, or 2. 0 is the higher quality while 2 is the highest performance.
| |
| <pre>DetailedShadowQuality=(0, 1, 2)</pre>
| |
| This setting will decrease the amount of noise from shadows, and helps even more if the ShadowBlurRange below has a high value. The settings are 0, 1, and 2, with 0 being the highest quality and 2 being the highest performance.
| |
| <pre>ShadowFilterQuality=(0, 1, 2)</pre>
| |
| This parameter will blur the edges of shadows. Using lower values will keep the shadows very sharp while higher values with blur the shadows a bit. Using a higher value is good if overall shadow quality is set lower to hide some of the shadow pixelation and noise, but make it to high and the shadows will become washed out.
| |
| <pre>ShadowBlurRange=(0.0...10.0)</pre>
| |
|
| |
|
| |
| == RAYS ==
| |
| The ''[RAYS]'' section is a set of multipliers that are affected by the SunIntensity, SunDesaturation, and SunColorFilter values from the ''[Sky]'' section above. If the sun is to bright or not bright enough then these parameters can affect the amount of sun rays added to the scene by using a multiplier, or the SunIntensity setting can be changed before applying these multipliers.
| |
| <pre>SunRaysMultiplierSunrise=(0.0... )
| |
| SunRaysMultiplierDay=(0.0... )
| |
| SunRaysMultiplierSunset=(0.0... )
| |
| SunRaysMultiplierNight=(0.0... )
| |
| SunRaysMultiplierInteriorDay=(0.0... )
| |
| SunRaysMultiplierInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == REFLECTION ==
| |
| The following section will add reflections to surfaces and adjust reflections effects from the blur to Supersampling AA of reflections. Many of these settings are going to be balanced for the ENB Profile in use, so changing these settings may change the look of reflections in game. This section is also quite performance heavy.
| |
|
| |
| This setting is for the quality of the reflection effects, by choosing either 0, 1, or 2. 0 is the highest quality and 2 is the highest performance.
| |
| <pre>Quality=(0, 1, 2)</pre>
| |
| This setting will reduce the noise of the reflections in the scene, by choosing either 0, 1, or 2. 0 is the highest quality and 2 is the highest performance.
| |
| <pre>FilterQuality=(0, 1, 2)</pre>
| |
| This parameter will blur the reflections to reduce the noise generated by the them.
| |
| <pre>FilterBluriness=(0.0...10.0)</pre>
| |
| This parameter will scale the size of the reflection textures relative to the screen resolution.
| |
| <pre>SizeScale=(0.0...10.0)</pre>
| |
| This parameter affects the resolution of textures that the reflections will draw data from. Do not set this number above 1.0.
| |
| <pre>SourceTexturesScale=(0.0...1.0)</pre>
| |
| This parameter will determine how much reflection to add to the scene in game.
| |
| <pre>Amount=(0.0...10.0)</pre>
| |
| This parameter acts like the above by adding refections to the scene in game.
| |
| <pre>Power=(0.0...10.0)</pre>
| |
| These two parameters are how much reflection is blurred depending on the distance of reflected vector, looks similar to soft shadows, but to simulate reflections of roughness. These will produce blurry reflections, but are less noisy if the max parameter is closer to "1.0".
| |
| <pre>GlosinessMin=(0.0...10.0)
| |
| GlosinessMax=(0.0...10.0)</pre>
| |
| This setting will remove noise and increase quality of reflections with minimal performance cost. Recommended to be "true".
| |
| <pre>EnableDenoiser=(false, true)</pre>
| |
| This setting will remove noisy reflections based on the SizeScale and if reflection filter is enabled. There are four types and ENB Profile authors have probably tested which is best for the profile, so it not recommended to be changed from its default.
| |
| <pre>DenoiserType=(0, 1, 2, 3)</pre>
| |
| This setting activates x4 supersampling for reflections, but performance is 4 times slower. This setting is dependent on SizeScale as well, so it recommended to be used with caution. This is a very performance heavy setting, so it is recommended to use with caution.
| |
| <pre>EnableSupersampling=(false, true)</pre>
| |
| These parameters will enable the effects for interiors and exteriors for further customization. Exteriors are more demanding than interiors, so exterior reflections will affect performance more heavily.
| |
| <pre>ExteriorEnable=(false, true)
| |
| InteriorEnable=(false, true)</pre>
| |
|
| |
|
| |
| == IMAGEBASEDLIGHTING ==
| |
| This section will effect the Imagebased Lighting (IBL), both the vanilla IBL values and added IBL as well. The additive parameters will add IBL to the in game scene, while the multiplicative parameters will multiply the vanilla IBL.
| |
|
| |
| These parameters will add in more IBL to the scene. These have a much stronger effect than the multiplicative parameters below. Adding to much IBL will wash out the scene.
| |
| <pre>AdditiveAmountSunrise=(0.0... )
| |
| AdditiveAmountDay=(0.0... )
| |
| AdditiveAmountSunset=(0.0... )
| |
| AdditiveAmountNight=(0.0... )
| |
| AdditiveAmountInteriorDay=(0.0... )
| |
| AdditiveAmountInteriorNight=(0.0... )</pre>
| |
| These parameters will multiply the vanilla IBL values and more subtle than the above parameters. These are calculated from the in game weather ambient color.
| |
| <pre>MultiplicativeAmountSunrise=(0.0... )
| |
| MultiplicativeAmountDay=(0.0... )
| |
| MultiplicativeAmountSunset=(0.0... )
| |
| MultiplicativeAmountNight=(0.0... )
| |
| MultiplicativeAmountInteriorDay=(0.0... )
| |
| MultiplicativeAmountInteriorNight=(0.0... )</pre>
| |
| These parameters add in IBL reflections to the scene.
| |
| <pre>ReflectiveAmountSunrise=(0.0... )
| |
| ReflectiveAmountDay=(0.0... )
| |
| ReflectiveAmountSunset=(0.0... )
| |
| ReflectiveAmountNight=(0.0... )
| |
| ReflectiveAmountInteriorDay=(0.0... )
| |
| ReflectiveAmountInteriorNight=(0.0... )</pre>
| |
|
| |
|
| |
| == RAIN ==
| |
| This setting will enable the use of ENB Series rain effect and disable the vanilla rain in Skyrim. A custom raindrop texture is needed for this to work, so it set to "true" there needs to a tga texture included with the ENB Profile in use.
| |
| <pre>Enable=(false, true)</pre>
| |
| This setting will apply antialiasing to raindrops. Only works on ENB raindrops.
| |
| <pre>EnableAntialiasing=(false, true)</pre>
| |
| This enables SuperSampling AA on the raindrops, and is more performance heavy than the above AA. Only works on ENB raindrops.
| |
| <pre>EnableSupersampling=(false, true)</pre>
| |
| This parameter will stretch out the ENB raindrops texture to increase or decrease the length of the raindrop.
| |
| <pre>MotionStretch=(0.0... )</pre>
| |
| This parameter will set how transparent the raindrops will be in game. Setting this value to high will cause the raindrops to be invisible.
| |
| <pre>MotionTransparency=(0.0... )</pre>
| |
|
| |
|
| |
| == SUBSURFACESCATTERING ==
| |
| Subsurface scattering (SSS) is an effect to give transparent objects, like skin or candle wax, a more transparent look. Light can pass through objects to light the back side or return to the surface to help give off a glow, much like a glowing candle. If using a specific ENB Profile then it is not recommended to change these values because the profile author may have already balanced these setting to look best with the ENB settings.
| |
|
| |
| This setting determines the overall performance of SSS. This parameter is not working yet, as of ENB Series v0.220, so leave it set at 0.
| |
| <pre>Quality=(0, 1, 2)</pre>
| |
| This determines the distance at which SSS starts to show up on characters and objects that use it. This should be left where the ENB Profile has it set, since the author has it balanced accordingly.
| |
| <pre>Radius=(0.0... )</pre>
| |
| This parameter is the actual amount of SSS that is calculated in game. Raising this number above "1.0" is not recommended, and may look bad in game causing neck seem issues.
| |
| <pre>Amount=(0.0... )</pre>
| |
| The parameter is light upper layer use, mimicking the upper layers of skin having brighter semi-transparency and it differs from lower skin layers that have blood and flesh underneath. Not used by objects like wax candles or milk.
| |
| <pre>EpidermalAmount=(0.0... )</pre>
| |
| This parameter is the type translucency that a material has to light, to simulate light passing through a transparent or semitransparent object.
| |
| <pre>SubdermalAmount=(0.0... )</pre>
| |
| Both the next two parameter work the same by applying saturation to the diffuse texture of the models. Normal skin color will turn to red, and it is recommended to only use SubdermalDiffuseSaturation as it fits better with skin lighting.
| |
| <pre>EpidermalDiffuseSaturation=(0.0... )
| |
| SubdermalDiffuseSaturation=(0.0... )</pre>
| |
| This parameter is how SSS is blended with vanilla skin and subdermal lighting. Epidermal lighting is applied after the subdermal lighting, so these values tend to be more than the epidermal values.
| |
| <pre>EpidermalMix=(0.0... )</pre>
| |
| This parameter does not work like the above EpidermalMix, instead low values here let light go through objects to be lit only on back side. Higher values will return more light back to the surface of the object, and gives skin less realistic look. Recommended to keep this setting low and compensate with SubdermalAmount.
| |
| <pre>SubdermalMix=(0.0... )</pre>
| |
|
| |
|
| |
| == WATER ==
| |
|
| |
|
| |
| == SUNLIGHTING ==
| |
|
| |
|
| |
| -->
| |
|
| |
|
| = ENB Addons = | | = ENB Addons = |