Before anything, thanks for all the nice words. <3
But since I've noticed people have certain issues that I most likely didn't explain in the file, here's a quick guide to tweaking and fixing issues.
My character is blurred in 3rd person view. There are two solutions for this. If you want to keep the near blur but have your character on focus you should increase "DoF Focus Center Y" slightly until it focus on your character. Or you can do the next step:
Things close to the camera are blurred and I only want far things to be blurred. Increase "DoF Near Blur Curve" to about 10.0, that should stop any blurring of things closer than the focal point.
There are a lot of bright spots during the day. Increase "Bokeh Threshold" until most of them are gone. Only really bright spots should be picked up by this, you want to keep some so you have the bokeh shape, but that's up to you. If you like the number of bright spots, but they are too bright, decrease "Bokeh Multiplier".
Changing quality causes some weird bright spots, or you have artifact-looking bright spots. You need to tweak "Bokeh Bias" and "Bokeh Curve". Set Bias to 1.0 and Curve to 0.0, then get most of your view out of focus by aiming at something very close to you. Slightly raise "Bokeh Curve" until you get a shape that pleases you, next you want to slightly move "Bokeh Bias" up or down to see if that helps with the look of things.
Prefix guide: I - Interior E - Exterior D - Exterior during the day N - Exterior during the night
How to change from tweakable to performance version: It should be self explanatory, all you have to do is copy the values from your tweakable settings to the performance version. It's a bit tedious but worth it. I gained around 13fps in the best cases and 3fps in the worst. The downside is that you cannot tweak in game. You can find these values inside your Skyrim/enbseries/enbeffectprepass.fx.ini file or keeping the game open and paused with the shift+enter enb menu open. I found this to work best, as the .ini file is reordered alphabetically and the in game menu is in the same order as the file itself. The same still applies, except it's inside one file, just comment on or off "#define TWEAK" if you want it to be tweaked in game or not.
For best results: -Do not use Clipping and Depth Darkening together. -Turn off Gauss Blur for HQ lenses or change it to gauss before bokeh. -For performance, turn off Depth Darkening, turn off gauss blur, turn off flicker, turn off noise, enable clipping. -Turn on adaptive quality if using high quality settings and/or HQ lenses.
What's new, v13: Gaussian contrast settings Allows you add some contrast to the gaussian blur pre-pass (or post pass if you fancy it that way) in order to simulate real life optics a bit better.
Bokeh Second Pass Only works when gaussian blur is set before bokeh. This gives another bokeh pass right after the regular one, increasing the size of the blur and further enforcing the blur shape. This is GPU intensive and you do have to change your bokeh settings a bit cause some effects end up doubled. So I recommend you keep a file specially for this if you're interested in using it for screenshots.
What's new, v12: Near/FarFocusWindow & FocusWindowDistance These are used to increase the depth range in which objects will be devoid of blurring. Near is for when the focus is very close to the camera and Far is for when the focus is close and past the FocusWindowDistance setting.
HyperfocalDistance In real camera lenses, Hyperfocal range is the distance in which when set to infinite focus, the light rays will be close to being parallel when entering the lenses. In the case of the DoF, it controls the distance in which that happens and focusing near and past that point will mean everything past it will be focused and not blurred. Please note that the TiltShift technique, both here and in real life, counters that effect, so if you want hyperfocal distances to be simulated correctly, turn off Tiltshift.
Both also have their #define, HYPERFOCAL and FOCUS_RANGE, so you can toggle them on/off. Enabling visualize focus should help tweak both of them.
Small change to adaptive quality, might help with compile times slightly for when it's enabled.
Also, check my other shaders: Postprocessing for ENB - Can be used instead of SweetFX to add AA and a couple other effects. DovahToon for ENB - Just a silly shader that adds a cartoony/painting/manga looks to the game. Customizable as you'd expect.
Has anyone tested it with ENB v315? This doesn't seem to work for me, but then again I certainly missed something since even after following the steps (changing #defines and #define tweak) since all the options kinda confuse me.
Never tweaked (or very, very very barely touched them) ENB files, so yup, I'm a total noob.
But if this works for v315, could anyone please tell me the settings for a dof with pentagonal shapes?
Don't know about the shapes but I just started a replay with all DLC for FNV and I am using Soulwynds DOF with the newest FNV binary from Boris which is 322. Works very well. I upgraded ENB for the Apocolypse and switched out that DOF for this one. Need to have my DOF GUI.
you'd have to set the variables in gui controls in your enbeffectprepass.fx and enbeffectprepass.fx.ini file.
it's a bit strange that the mod author advertises with it but doesn't give the file in the download. still, the doff sheet itself is pretty good and there are a lot of options, but he should add the gui controls to the DOF shader and put the enbeffectprepass.fx.ini file in the download so everybody can tune his settings in the gui like advertised.
The .ini file is automatically generated by ENB, reason why it's not provided.
In the description here:
In the file itself:
To put it simple, change //#define TWEAK to #define TWEAK
Then you can press shift+enter in game to alter the settings. If you find some you're satisfied with and want to keep it, click on save in the gui and it will keep it in the .ini. You do not have to manually change it and it's generated for you.
What you have to manually change are major settings in the shader and manually put in your tweaked values into the defines if you want to turn tweak off and have a performance boost.
Can I mix both , I want a static DOF exept when my camera is really near to something like the first DOF.
I am also interested in something like this. Something like Soulwynd's DOF but with a constant static DOF for long distances. Is this possible? And if so, what would I need to edit in Soulwynds'?
152 comments
But since I've noticed people have certain issues that I most likely didn't explain in the file, here's a quick guide to tweaking and fixing issues.
My character is blurred in 3rd person view.
There are two solutions for this. If you want to keep the near blur but have your character on focus you should increase "DoF Focus Center Y" slightly until it focus on your character. Or you can do the next step:
Things close to the camera are blurred and I only want far things to be blurred.
Increase "DoF Near Blur Curve" to about 10.0, that should stop any blurring of things closer than the focal point.
There are a lot of bright spots during the day.
Increase "Bokeh Threshold" until most of them are gone. Only really bright spots should be picked up by this, you want to keep some so you have the bokeh shape, but that's up to you. If you like the number of bright spots, but they are too bright, decrease "Bokeh Multiplier".
Changing quality causes some weird bright spots, or you have artifact-looking bright spots.
You need to tweak "Bokeh Bias" and "Bokeh Curve". Set Bias to 1.0 and Curve to 0.0, then get most of your view out of focus by aiming at something very close to you. Slightly raise "Bokeh Curve" until you get a shape that pleases you, next you want to slightly move "Bokeh Bias" up or down to see if that helps with the look of things.
Prefix guide:
I - Interior
E - Exterior
D - Exterior during the day
N - Exterior during the night
How to change from tweakable to performance version:
It should be self explanatory, all you have to do is copy the values from your tweakable settings to the performance version. It's a bit tedious but worth it. I gained around 13fps in the best cases and 3fps in the worst. The downside is that you cannot tweak in game. You can find these values inside your Skyrim/enbseries/enbeffectprepass.fx.ini file or keeping the game open and paused with the shift+enter enb menu open. I found this to work best, as the .ini file is reordered alphabetically and the in game menu is in the same order as the file itself. The same still applies, except it's inside one file, just comment on or off "#define TWEAK" if you want it to be tweaked in game or not.
For best results:
-Do not use Clipping and Depth Darkening together.
-Turn off Gauss Blur for HQ lenses or change it to gauss before bokeh.
-For performance, turn off Depth Darkening, turn off gauss blur, turn off flicker, turn off noise, enable clipping.
-Turn on adaptive quality if using high quality settings and/or HQ lenses.
What's new, v13:
Gaussian contrast settings
Allows you add some contrast to the gaussian blur pre-pass (or post pass if you fancy it that way) in order to simulate real life optics a bit better.
Bokeh Second Pass
Only works when gaussian blur is set before bokeh. This gives another bokeh pass right after the regular one, increasing the size of the blur and further enforcing the blur shape. This is GPU intensive and you do have to change your bokeh settings a bit cause some effects end up doubled. So I recommend you keep a file specially for this if you're interested in using it for screenshots.
What's new, v12:
Near/FarFocusWindow & FocusWindowDistance
These are used to increase the depth range in which objects will be devoid of blurring. Near is for when the focus is very close to the camera and Far is for when the focus is close and past the FocusWindowDistance setting.
HyperfocalDistance
In real camera lenses, Hyperfocal range is the distance in which when set to infinite focus, the light rays will be close to being parallel when entering the lenses. In the case of the DoF, it controls the distance in which that happens and focusing near and past that point will mean everything past it will be focused and not blurred. Please note that the TiltShift technique, both here and in real life, counters that effect, so if you want hyperfocal distances to be simulated correctly, turn off Tiltshift.
Both also have their #define, HYPERFOCAL and FOCUS_RANGE, so you can toggle them on/off. Enabling visualize focus should help tweak both of them.
Small change to adaptive quality, might help with compile times slightly for when it's enabled.
Also, check my other shaders:
Postprocessing for ENB - Can be used instead of SweetFX to add AA and a couple other effects.
DovahToon for ENB - Just a silly shader that adds a cartoony/painting/manga looks to the game. Customizable as you'd expect.
I -might- do a shader package for a different injector in the future, but I will have no way to test if it works on skyrim, so we will see.
Never tweaked (or very, very very barely touched them) ENB files, so yup, I'm a total noob.
But if this works for v315, could anyone please tell me the settings for a dof with pentagonal shapes?
http://static2.nexusmods.com/15/mods/110/images/44752-1-1382412330.jpg
thanks !
it's a bit strange that the mod author advertises with it but doesn't give the file in the download.
still, the doff sheet itself is pretty good and there are a lot of options, but he should add the gui controls to the DOF shader and put the enbeffectprepass.fx.ini file in the download so everybody can tune his settings in the gui like advertised.
In the description here:
In the file itself:
To put it simple, change
//#define TWEAK
to
#define TWEAK
Then you can press shift+enter in game to alter the settings. If you find some you're satisfied with and want to keep it, click on save in the gui and it will keep it in the .ini. You do not have to manually change it and it's generated for you.
What you have to manually change are major settings in the shader and manually put in your tweaked values into the defines if you want to turn tweak off and have a performance boost.
Update: found how to tweak
I am also interested in something like this. Something like Soulwynd's DOF but with a constant static DOF for long distances. Is this possible? And if so, what would I need to edit in Soulwynds'?
Thanks