Oblivion Graphics Extender, Thread 13

Post » Fri May 13, 2011 6:03 pm

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE).
Previous Threads: http://www.gamesas.com/index.php?showtopic=1072753, http://www.gamesas.com/index.php?showtopic=1074452, http://www.gamesas.com/index.php?showtopic=1076282, http://www.gamesas.com/index.php?showtopic=1078966, http://www.gamesas.com/index.php?showtopic=1080264


What is it?

The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

You can get OBGE http://timeslip.users.sourceforge.net/obge.html. The original was found to sometimes cause a crash on transition, and an attempt to fix this was made, in the form of a debugged version, found http://www.tesnexus.com/downloads/file.php?id=25912.


What uses it?

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=27972
http://www.tesnexus.com/downloads/file.php?id=18385


Oblivion Visual Effects Project (OVEP)

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.


Oblivion Graphics Extender (The Reboot)


What is it?

Sharing the same name as the plugin that first let modders change the game's graphical effects, OGE is a continuation of the effort started by OVEP to improve Oblivion's graphics. It is centred around Scanti's work on exposing more information about Oblivion's graphical processes, and the use of this information to create post-processing effects.

Scanti has recently begun work on rewriting OBGE to incorporate the new information exposed, and fixing bugs in the original. This rewrite is entitled OBGEv2, and that is what this project is based on, and what is available for download below. The original OBGE should not be used alongside OBGEv2, which is backwards-compatible with OBGE mods.

While it is still in its EARLY stages, the dedicated modders that make up this project are working hard to bring a new age to Oblivion. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well.

Please respect the hard working people that take their time to bring this project together. This project is in a Beta Phase, and will probably remain in that state as Scanti continues to add new things to his plugin. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.



Downloads

Pre-requisites:
http://obse.silverlock.org/ - v0018 beta 6 is required.
http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en

http://www.tesnexus.com/downloads/file.php?id=30054
http://github.com/scanti/Oblivion-Graphics-Extender-v2

Also available are a few heavily-WIP shaders that are not ready for general distribution:

http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/ENBColorEffect.fx
http://www.4shared.com/file/256477656/f5dc38b5/Colorgrading_Alpha.html


Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.


Shaders

Most of the project's shaders are now included in Scanti's OBGEv2 package at the Nexus page. Any newer or updated shaders are also available as separate downloads from the same location. The currently available shaders are:

CelShader+EdgeAA Shader (v0.3) - (CelShader+EdgeAA.fx)
- By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects.

Color Effects Shader (v5) - (ColorEffects.fx)
- By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting.

Color Grading Shader - (HLSLColorGrading.fx)
- By vtastek. Tints the screen with the most common colour, and decreases saturation of that colour.

Crysis Color Mood Shader (v0.2) - (ColorMood.fx)
- By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.

Depth of Field Shader (v6) - (DepthOfField.fx)
- By WrinklyNinja. Progressively blurs objects with increasing distance from the focus point (default at screen centre), or with increasing distance from the player.

ENB Color Effect Shader - (ENBColorEffect.fx)
- By WrinklyNinja. A port of ENBSeries' colour shader to OBGEv2.

Godrays Shader (v4) - (rename .fx file to Godrays.fx)
- By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day.

Screen Space Ambient Occlusion (SSAO) Shader - (ssao_test.fx)
- By HawkleyFox. Uses stylised lighting to add depth and contrast to the scene. Has a large performance hit.

Screen Space Ambient Occlusion (SSAO) Performance Shader - (ssao_perf.fx)
- By HawkleyFox. A less accurate but much better performance version of the above shader.

Sharpening Shader - (obsharpen.fx)
- By vtastek. Sharpens the screen.

Version numbers are taken from the version numbers within each shader file, and may not be indicative of relative quality.


Installation/Usage

From the Nexus page, download the OBGEv2 package, the Support Plugin, and any updated shaders there.

To install everything, use the following procedure:

1. If you have obge.dll or DepthTest.dll in your Data/OBSE/plugins folder, remove them.
2. Decompress the downloaded packages using 7-zip or any compatible alternative.
3. Move the data directory in the OBGEv2 package to your Oblivion directory. Answer yes to any merge or overwrite prompts.
4. Move the data directory in the Shader Pack to your Oblivion directory. Answer yes to any merge or overwrite prompts.
5. Move the contents of the Support Plugin package to your Oblivion/Data directory. Answer yes to any merge or overwrite prompts.
6. Copy any additional shaders' .fx files to your Oblivion/Data/Shaders directory, answering yes to any overwrite prompts.
7. Activate the Oblivion Graphics Extender Support.esp in the mod loader of your choice.

Using the Support plugin:

The support plugin allows you to toggle individual shaders on and off, and tweak their variables, in-game. To use it, activate the misc. item in your Inventory screen, and exit the inventory to see the configuration menu.

. Clicking a shader with the control key held down will deactivate it, while clicking a shader with the shift key held down will activate it.
. Clicking on a shader will bring you to another menu from which you can select a variable to alter.
. Once you have selected a variable, you will be brought to an input box which shall specify the type of variable, give some information on usage of the variable, and allow you to enter in a new value for that variable.

The support plugin will currently allow you to toggle the following shaders:
CelShader+EdgeAA*
Depth of Field*
Color Effects*
Crysis Color Mood*
Sharpening
Screen Space Ambient Occlusion (SSAO)
Screen Space Ambient Occlusion (SSAO) Performance
Godrays*

* - These shaders also support variable alteration. The others do not yet support it.

*Note*
If a shader is not listed in the above list, it will be nescessary to load it via the shaderlist.txt. To do so, open the shaderlist.txt file in your Data/Shaders folder, and add to it the name of the shader file that is not included in the support plugin's menu. Make sure to spell it exactly, and include the .fx extension. The shaders need a specific load order when they are entered into your shaderlist.txt, and it is as follows:

-SSAO
-Depth Of Field
-Godrays
-CelShader+EdgeAA
-Any other shaders available

DO NOT list non-OGE shaders (that is, any shaders that are not listed in the above 'Shaders' section) in your shaderlist.txt. Doing so may break the mod using that shader's effects.



How To Report Bugs Helpfully

Read the OP, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in codebox tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.


F.A.Q.

Q: Is this a RELz? Should I download this?
A: The project has recently experienced its first Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs
from time to time. If the thought of this scares you then this probably isn't the mod for you.

Most shaders are supplied with no documentation of any sort besides what is on this thread. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does OGE require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although the Godrays, Depth Of Field and Color Effects shaders require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti in his work on the OBSE plugin. There is a github respositary so you can fairly easily create a fork and add your own changes. It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system. The respositary also allows you to create your own wiki pages for the project, which anyone who can is more than welcome to do.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please reported as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders in your shaderlist.txt EXACTLY as they should be, with the .fx extension, and you have the DirectX update linked to above installed. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: The ordering of the objects on the screen is messed up! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?

A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is
reported to be the case on both ATI and NVIDIA graphics cards. The only solution is to edit the obge.ini file in your
My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]
bUseDepthBuffer=1

to:

[DepthBuffer]
bUseDepthBuffer=0

This will however cause any effect that uses the depth buffer to stop working properly. This currently includes the SSAO (both versions), Depth of Field, Godrays and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?

A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.

Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: This is an unintended side effect of the SSAO effect. It occurs because the SSAO shader applies its effect regardless of the presence of fog, which would otherwise hide it. This can only be fixed when information about fog distances becomes available to the shader, until which time the bug is remain.

Q: SSAO demolishes my FPS; any ideas?
A: First, try the SSAO Performance shader, which has a slightly lower quality effect, but a great reduction in performance hit over the full SSAO shader. The easiest way to improve your frame rate while using the full SSAO shader is to reduce the sample size, and correspondingly increase the sample area. BDBB recommended values of:
ssao_sample_size = 1
ssao_sampling_area = 9.2

Q: Can the SSAO shader be optimised any more?
A: It is not possible to optimise the shader any further without access to information about the surface normals from the graphics renderer. As it is, the shader has to work these out from scratch, and this is what reduces performance the most.

Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the Edge Detection shader, to enable the effect change the following variables as shown:
flgEdgeMask = 0;
flgEdgeAA = 1;

Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Fri May 13, 2011 10:31 am

Hello,
I want to clear something about this godrays shader. This is taken from GPU Gems book and it is in fact just an IDEA, and the main goal is to create a real-time volumetric lights effect. But the emphasis is on real-time. Anyone into computer graphics would know volumetric lights are one of the highest computational costly effects. This shader isn't real. It isn't even an approximation. It is not 3D firstly, it is 2D. It is NOT a part of physical scene. It works in screenspace, it is not aware of trees 'around'. So, you may encounter unrealistic moments. But despite of all downsides, the effect looks pretty and good if not totally realistic. And most importantly, it is fast.

I'm not saying it isn't possible to make a real volumetric lights shader. But that is bond to real-time shadows and some more stuff, that we don't have right now. :)

Hi guys first got to say this is a great mod and adds alot of nice effects but i have some questions.
1.I get a wierd ( i think) effect with godrays it looks like the sun light is beaming on just my charecter. For example when i walk to the shadows of a tree it lights up where im walking. dont know if that is normal or not. Still get the rays though which looks awesome although i cant get them like this http://www.youtube.com/watch?v=N3IQeeFYLkY. If anybody knows please tell me.
2. One more question will certain effects work better on bloom or is HDR fine. Using HDR now.
edit: Almost forget to ask. Is there a way to get rid of the black outlines in the cellshade shader.It looks great but with certain effects the black outline stands out too much, Thx

For your first question,
this shader is not creating any shadows, it is an illusion. And tree shadows of Oblivion is just eye-candy(illusion), they don't update according to sun position. So it is OK, if they won't match. Screenshots can help me further to see if anything else weird is happening. That video is using the same shader. So if they can get it, so can you. :) Just ask them which version they are using and what tweaks they have made. ;)

For your second question, HDR is part of original scene and contributes to our shaders. My shader is affected the most. The game is upping the brightness a lot when sun is visible via sun glare. My shader can't know if sun is visible or not. This is causing problems, so I recommend using the blank sun glare file.

I fixed the excessive brightness problem, next release will have that fix. :) So you don't have to disable HDR, I don't. ;) I will try to make a couple of presets anyway including HDR, no HDR...
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Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Fri May 13, 2011 12:04 pm

So that this doesn't get lost on the end of the last thread, reposting on the new thread here;

Just a quick request for OBGEv2; In the next release can you rename OBGEv2.dll to obge.dll? Reasons why to do this;

1) It's a replacement for the original v1.0 obge.dll and should not be installed at the same time. By using the same name "there can be only one!"

2) OBMM includes an install script function "GraphicsixtenderPresent" that looks for obge.dll. This function fails to detect OBGEv2.dll, and thus OMODs that use this function can refuse to install if OBGEv2 is installed. I cannot foresee OBMM getting updated so that this function also looks for OBGEv2.dll

I'm going to start advising people that want to use http://www.tesnexus.com/downloads/file.php?id=21424 to rename the dll so that the OMOD install script can correctly detect that a suitable version of OBGE has been installed...
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Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Fri May 13, 2011 9:40 am

Does anyone know a mirror for the Oblivion Shader Editor? http://timeslip.chorrol.com/, where it is usually available at, doesn't seem to be responding to me.
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RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 13, 2011 3:19 pm

Does anyone know a mirror for the Oblivion Shader Editor? http://timeslip.chorrol.com/, where it is usually available at, doesn't seem to be responding to me.
I believe he has set up his new one at SourceForge. Someone pasted a link in the previous thread.
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Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Fri May 13, 2011 3:59 pm

Here's Timeslip's new website: http://timeslip.users.sourceforge.net/


Oh, to which address should we send cakes, wrinkly? I have a bakery/pastrymaker 100 meters from my home...



:P ;) :lmao:
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Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 13, 2011 6:59 am

I was looking at screenshots of RAEVWD and I got an idea for the cloud shadows shader... water reflects the sky. So, the game has to project the sky textures on to the ground somehow, right? So, would it be possible to use that to project the sky across the whole of the ground (instead of just water) and make it... um... shadowy? Keep in mind that I know nothing, and you should feel free to laugh and mock me if this a ridiculous idea.
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luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Fri May 13, 2011 8:37 am

Yup, you fought of a very funny way to do cloud shadows on land.

Water reflections:
Are the representation of the sky reflected to the eye from the water plain.

Cloud > Water Plain > Eye

Cloud shadows:
Are the representation of the sky reflected to the land seen from the sun.

Sun light > Cloud > Land

See you missed the position of the sun in your idea, and reflections are not direct ray things there a indirect reflection of objects.
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Andy durkan
 
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Joined: Fri Aug 03, 2007 3:05 pm

Post » Fri May 13, 2011 4:13 pm

I know, but I figured that any attempt at cloud shadows would be an approximation at best :shrug: I'm REALLY not going to notice if the shadows don't line up with the sun like they should :P I have NO idea how Wrinklyninja's working it currently, so I'm just throwing things out there. It made perfect sense in my head! :D
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CHangohh BOyy
 
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Post » Fri May 13, 2011 4:45 pm

ugh i hate this post limit reached business
following the trend of posting offtopic but just to show appreciation :)
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neen
 
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Joined: Sun Nov 26, 2006 1:19 pm

Post » Fri May 13, 2011 5:32 am

Has anyone else reported the incompatibility of OBGEv2 Support Plugin and COBL? COBL causes the OBGEv2 support menu activate icon to disappear from a players inventory. I used the latest COBL version with salmo the baker, COBL tweaks and all cobl wrye bash filters etc. I will report to cobl thread as well.
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lacy lake
 
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Post » Fri May 13, 2011 7:33 pm

That's how it's supposed to work - When you've got Cobl loaded, the options token moves itself into its +[Options] container.
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Alyesha Neufeld
 
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Post » Fri May 13, 2011 4:06 am

[EDIT] Double post, sorry X(
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Davorah Katz
 
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Post » Fri May 13, 2011 12:50 pm

If you're using Cobl, the Support Menu item is moved to the Cobl Options menu. It's not an incompatibility, it's a feature ;)
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TIhIsmc L Griot
 
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Post » Fri May 13, 2011 7:45 am

If you're using Cobl, the Support Menu item is moved to the Cobl Options menu. It's not an incompatibility, it's a feature ;)

I see. Thank u bt for ur response.
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Fri May 13, 2011 9:07 am

Hey there, I was wondering if anyone could make a shader like the one that is applied to Fallout 3 to give it the green tint.
The mod http://fallout3nexus.com/downloads/file.php?id=2672 removes that green tint, and the comparison screenshots like http://fallout3nexus.com/downloads/images/2672-1-1233939404.jpg hopefully show what I mean.
It would be perfect if the color was configurable. I don't know how it will make the game look, but I really like the effect in Fallout 3, so I guess it might be a good thing to have in Oblivion. :)
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ShOrty
 
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Post » Fri May 13, 2011 12:18 pm

guys, sorry if it was asked already, but due to my limited knowledge of english it is hard for me to tweak godrays.fx , because I don't get what parameters are doing, and the helping description didn't help me much.
can anyone give me a link to instruction of tweaking godrays.fx, better with pics like before after (at least few)
I like the effect even in standart default settings, but I want it to be more intense, you know, longer sunrays, and some ability to see it not only through trees at the sunset but at daytime in cities like in your screenshots.
How did you accure such deep and intence sun shafts / rays ? Or do they photoshop edited?
Maybee someone can send me their godrays.fx , maybee 1-3 version like "min effect" "mid effect" "max effect" so I can compare the digits in parameters and it will make me more clear idea of how to tweak it for my taste? please guys... this effect is the main thing I started to play TES4 again... it's amazing.

heres what I get on default settings: http://www.youtube.com/watch?v=Kyrmkr6KwWk
and what i wish to get is something deep and intense like this: http://i116.photobucket.com/albums/o22/98LS1TA/ScreenShot36.jpg (maybee even more intense). the ideal is this: http://i116.photobucket.com/albums/o22/98LS1TA/ScreenShot40.jpg

THANKS!
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Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Fri May 13, 2011 4:14 am

Hey there, I was wondering if anyone could make a shader like the one that is applied to Fallout 3 to give it the green tint.
The mod http://fallout3nexus.com/downloads/file.php?id=2672 removes that green tint, and the comparison screenshots like http://fallout3nexus.com/downloads/images/2672-1-1233939404.jpg hopefully show what I mean.
It would be perfect if the color was configurable. I don't know how it will make the game look, but I really like the effect in Fallout 3, so I guess it might be a good thing to have in Oblivion. :)

The color effects and color mood shaders are for what you described. You can tweak them in game with support plugin.

guys, sorry if it was asked already, but due to my limited knowledge of english it is hard for me to tweak godrays.fx , because I don't get what parameters are doing, and the helping description didn't help me much.
can anyone give me a link to instruction of tweaking godrays.fx, better with pics like before after (at least few)
I like the effect even in standart default settings, but I want it to be more intense, you know, longer sunrays, and some ability to see it not only through trees at the sunset but at daytime in cities like in your screenshots.
How did you accure such deep and intence sun shafts / rays ? Or do they photoshop edited?
Maybee someone can send me their godrays.fx , maybee 1-3 version like "min effect" "mid effect" "max effect" so I can compare the digits in parameters and it will make me more clear idea of how to tweak it for my taste? please guys... this effect is the main thing I started to play TES4 again... it's amazing.

heres what I get on default settings: http://www.youtube.com/watch?v=Kyrmkr6KwWk
and what i wish to get is something deep and intense like this: http://i116.photobucket.com/albums/o22/98LS1TA/ScreenShot36.jpg (maybee even more intense). the ideal is this: http://i116.photobucket.com/albums/o22/98LS1TA/ScreenShot40.jpg

THANKS!

If you get the the latest one. (v34, links in first post, (rename to godrays.fx))
Open the file in notepad(I use notepad++),
increase :
morningshaftex
noonshaftex
eveningshaftex
those three time of day values to something around 0.3-0.4
Additionally:
increase density to 0.6-0.8 which will increase the rays generation "area"
increase weight to 0.4-0.5 which will make rays like laser beams rather than sunshafts! :P

It is all there people. Tweak them!

PS. Your video is blocked. :/
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Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Fri May 13, 2011 1:36 pm

Hi everyone, first of all I would like to thank you guys for making such a nice mod. Unfortunately I'm encountering some strange problems with the ssao (test and perf), even without any tweaking. It seems like it's enabled and disabled/softened between doors/teleports in cities and interiors. In exteriors it's as it should be all the time (grass and stuff looks perfect). I've got some pics, the first one is a saved game, the second pic is taken after I go outside and back inside again, even after loading the same saved game.. I've got the same issue at places like the temple district, Bruma, Skingrad,..

pic1, good working ssao? : http://img535.imageshack.us/img535/7213/screenshot40n.png
pic2, ssao problem? http://img521.imageshack.us/img521/495/screenshot41y.png

Hope you guys can help, thanks in advance.
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Pumpkin
 
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Joined: Sun Jun 25, 2006 10:23 am

Post » Fri May 13, 2011 10:41 am

It seems like it's enabled and disabled/softened between doors/teleports in cities and interiors.

Actually, pic 2 is the way SSAO is supposed to look.

I'm not sure what causes it, but the same thing happens on my own system, but just once right after I load a save game. It takes a second for something in the game engine to update before the SSAO starts shading properly. Before it corrects itself, the shader looks the way it does in pic 1. If it is happening to you more than just at the loading of a save game, then perhaps there is something making changes to the way graphics are displayed in between loading transitions.

I don't really have any advice to help solve the problem, but you might check for any types of plugins that may be altering the way the game renders the scene between load screens, perhaps changing the field of view automatically or other settings. Something like StreamLine can makes changes like these.
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Alycia Leann grace
 
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Joined: Tue Jun 26, 2007 10:07 pm

Post » Fri May 13, 2011 7:28 am

Hey, I noticed that the godrays shader takes in the sun's direction. Wouldn't it be possible to vary the strength of the effect based on the sun's angle, to have the intensity of the sunshafts vary gradually over time instead of jump from one intensity to the other based on arbitrary times? I don't think it's a particularly demanding idea, so I'm asking because I'm wondering if there's some reason why that wouldn't work. (I may end up trying this myself)
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Sophie Miller
 
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Joined: Sun Jun 18, 2006 12:35 am

Post » Fri May 13, 2011 7:37 am

Hey, I noticed that the godrays shader takes in the sun's direction. Wouldn't it be possible to vary the strength of the effect based on the sun's angle, to have the intensity of the sunshafts vary gradually over time instead of jump from one intensity to the other based on arbitrary times? I don't think it's a particularly demanding idea, so I'm asking because I'm wondering if there's some reason why that wouldn't work. (I may end up trying this myself)

In version 3.4(links in first post), it doesn't jump, there is a smooth transition. I can bind it to angle too, I guess, but that would be limited as time gives more options. If you want to contribute, right now sun position in screenspace is not 100% accurate. That is a big problem.
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Emily Rose
 
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Joined: Sat Feb 17, 2007 5:56 pm

Post » Fri May 13, 2011 6:26 am

yeah, but i could have done what i suggested using only math, which i have some knowledge of. i don't know anything about how oblvion determines where the sun is, or what i would need to do to determine the sun's location.
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sarah
 
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Joined: Wed Jul 05, 2006 1:53 pm

Post » Fri May 13, 2011 7:33 am

yeah, but i could have done what i suggested using only math, which i have some knowledge of. i don't know anything about how oblvion determines where the sun is, or what i would need to do to determine the sun's location.

It is still only math. Two vectors, some projection matrices, and four-five line of equations.

static const float3 eyef = f3EyeForward; //eye vectorstatic const float3 sd = -f4SunDir.xyz; //sun vectorfloat t =  tan(radians(fov * 0.5)); //fov is field of viewstatic const float2 texproj = 0.5*float2(1,-rcpres.y/rcpres.x)/t;  //rcpres hold reciprocal of resolutionstatic const float d=dot(f3EyeForward,sd);static const float3 sunview_v=mul(sd/d,m44view);static const float2 sunview=float2(0.5,0.5)+sunview_v.xy*texproj;


90% accuracy. But not 100%, this way sun position in screenspace moves according to eyevec changes where eye position is stationary, creating the ugly "searchlight" effect. I wish I know my math better.
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Rachell Katherine
 
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Joined: Wed Oct 11, 2006 5:21 pm

Post » Fri May 13, 2011 6:17 am

I'm so glad I finally got this to work.
Even though godrays is too straining for my set-up, it still is an amazing thing done.
Color Moods+Edge AA and Detailed Terrain make this a leap forward.
Thanks allot!
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Lori Joe
 
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