Oblivion
OR Additional Effects Fog with ORC

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Wiepman

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Fog shaders from OR Additional Effects 

(VolumetricFog.fx + VolumetricFog.fx.hlsl)

used with Oblivion Reloaded Combined (ORC)


Fog
- Based on Alenet's exponential distance fog for OR, but with the addition of:
- Height-based fog accumulation
- Directional sun-tinting (the fog volume will "illuminate" according to sun position and colour)
- Animated turbulence
- Fog-based blur and debanding

In this screenshot I've used it's author's recommended settings:

Exponent = 4
ColorCoeff = 1
Amount = 16
MaxDistanceValue = 500000

I think it looks marvelously epic

4 comments

  1. Wiepman
    Wiepman
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    • 44 kudos
    Further discovery comment for readers:

    Just replacing Fog shaders from OR Additional Effects
    (so VolumetricFog.fx + VolumetricFog.fx.hlsl)
    lead to noticeable issues.

    The first most glaring being GodRays not even working at all.
    @bevilex previously asked "what's the weather in this screenshot? Fog?"

    I assumed such being the case.

    But testing further, it appeared to be not so much.

    So I also replaced the godray shaders of ORC
    with those from OR Additional Effects too,
    expecting that would fix it.

    But alas, not quite.

    So there still was certain conflict remaining.

    Well, OR Additional Effects also provided new HDR and DOF.
     
    I was almost certain it was something related to HDR.

    But ORC's author (@GBRPluss) added a few iterations back
    (once it still was OR Lite) that wonderful HDR per location settings feature,
    which I myself appreciate very much. 

    So there I was.

    With no knowledge what so ever on the topic of *.pso, *.vso and *.pso.hlsl.

    At first I tried to replace certain parts of OR Additional Effects for the HDR
    .
    Which only brought me over saturated grief.
    Finally I replaced all and I was good to go.

    Apparently, that per location setting is not decided in aspects of the "*\shaders\ORC\HDR\*" subfolder,
    but in the ORC.dll, so we're good to go replacing everything in that "*\shaders\ORC\HDR\*" subfolder.

    While I did have to alter almost everything suggested settings-wise on  
    OR Additional Effects page.

    But I am very happy with the result.

    End conclusion: I discovered, but can't deliver gold myself

    Yes, you can replace ORC's fog with those from OR Additional Effects page.

    But one also consequently needs to replace it's HDR and GodRays.
    For all wheather types to look decent. And one needs to be prepared to tweak.

    That's @NLynch77 kind of expertise territory (of Seriously HDR fame) .

    While I am far from that level of screen archer expertise level,

    Granted, I got by and managed to got my settings good to go,
    after tweaking the *.ini settings for Fog, GodRays and HDR a bunch.

    Very much *not* near perfection.

    The only one I am familiar with of whom I know that could come close is @NLynch77.

    Perhaps he would be willing take up that gauntlet, maybe after reading this?

    I'll pitch this to him.

    So who knows what he may bring to the table instead.

    Without doubt, I'm 100% that'll be better than what I can conjure.
  2. RunaUlfgar
    RunaUlfgar
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    • 92 kudos
    It looks magical!
  3. bevilex
    bevilex
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    • 297 kudos
    Yes it does look epic, what's the weather in this screenshot? Fog?
    1. Wiepman
      Wiepman
      • member
      • 44 kudos
      @bevilex

      I think so.

      But honestly I didn't check when taking screenshot.

      It was the first weather that appeared after I replaced the shaders
      (recompiled the effect) and loaded an existing save game.

      I currently use NAO

      + (as visible on the mid-right of this screenshot)
      the Drifting Mist 2021 separate module from Atmospheres 2021 page.

      This drifting mist module previously looked overly bright white in-game,
      both in one of your recent YT-movie and also my personal play-trough test,

      But the most recent update of ORC fixed that by including an altered the HDR-shader.