I need to go through your forum thread at some point and see how this is done. I was wondering, if this relies on particles, are you just assigning a single non-moving particle to a NIF? it'd be a useful effect for some of my weapon mods that have glows.
It will be great to see one of your weapons with this effect
It's done by adding a single, invisible, bilboard mesh (Enb detect it as a particle). Open one of my nifs in NifSkope, in the BSFadeNode you will see a NiBilboardNode with a name EnbParticleLight. In the NiTriShapeData expand Vertex Colors, there is only one, center vertex, which have a color and alpha set to 1.0, change the color of that vertex (but not the alpha), it will affect the color of the emmited light. You can set it to pure white and adjust a Emissive color. In the BSEffectShaderProperty change Emissive Multiple, this is the power of the light.
You can copy that bilboard mesh to the other nif (works only for the static objects), just open it in a new window, select the NiBilboardNode in my nif, right mouse button, Block, Copy Branch and just Paste Branch into your nif, reset the transformation and adjust it to your needs
The results of my tests can be found here : Stress test
Does this just rely on glow maps for illumination or are there new settings implemented that can be called via a NIF? I've not messed with ENB in a long time.
Maybe I should make a video how to adjust this effect in the nif file ? It can be tweaked in the ENB UI, [COMPLEXPARTICLELIGHTS], but this affects all the particles.
That would be awesome if you did make a tutorial. I've been playing around with the UI settings trying to lower the brightness on the Dawnbreaker sword but it's as you say it affects all the other lighting too.
Hi Rudy. Thank you so much for listening to the majority and uploading these files =) one more request, can you still upload your Dwemer metal, please?
I understand. And I will look forward to when you finish it. Well, so you know this is the best retexture that I saw, and could have imagine. so do not tighten too much please)
I was looking through the comments to see if somebody already asked XD I got to say those are god damn good texture! Even if its unfinished its the best I seen for Dwemer metal.
This is an awesome idea, but I'm very curious to see how it works around typical light sources in the game. When I made my house mod I had to be very careful to make sure not to have too many lights overlap. I believe the limit is 5 and the game will randomly chose which ones to not render. For example, using a torch in an area that has many light sources will "connect" them with it's area of render and cause some to flicker as you look around. It will be amazing if these do not get counted by the game towards that limit.
A video of how to do this would be very, very well received!
Complex Particle Lights does not add to the shadow casting light limit. So it shouldn't cause any flickering. Someone with more knowledge of how the ENB works can tell you why that is.
daaamn, i've not been keeping up on the enb front. this is as amazing as the rain occlusion. thank you Boris!
it's great that these won't count toward shadow casters (i think the limit is 4 actually), but if i recall, there can be flickering just like too many casters, except it's if you have just too many simple lights in an area. i remember having flickering when using like 15 non shadow lights in a room. think radius makes a big diff. so wonder if these will cause that issue?
Watch my video, especially that fragment from Breezhome, every arrow is a shadow caster (shadow range is rather short). This effect is rendered by ENB, not by a game engine.
My mind is going crazy at the possibilities for subtle lighting effects in custom dungeons, homes, etc. Please make a video of how to do this. I have made a few custom weapons in some of my mods that I would love to be able to emit a bit of light, but I've never been able to find any tutorial that made sense to get it to work.
It's not really related to your mod in particular, but I have a question about those complex particles : do you also notice a change in lighting radius when in 3rd or 1st person ? Lights effects are wayyy wider in 3rd person :/
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See this mod in action starting from 22:22 below:
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Endorsed and linked back here in the video description!
The ENB I'm using is also Rudy's :)
It's done by adding a single, invisible, bilboard mesh (Enb detect it as a particle). Open one of my nifs in NifSkope, in the BSFadeNode you will see a NiBilboardNode with a name EnbParticleLight. In the NiTriShapeData expand Vertex Colors, there is only one, center vertex, which have a color and alpha set to 1.0, change the color of that vertex (but not the alpha), it will affect the color of the emmited light. You can set it to pure white and adjust a Emissive color. In the BSEffectShaderProperty change Emissive Multiple, this is the power of the light.
You can copy that bilboard mesh to the other nif (works only for the static objects), just open it in a new window, select the NiBilboardNode in my nif, right mouse button, Block, Copy Branch and just Paste Branch into your nif, reset the transformation and adjust it to your needs
The results of my tests can be found here : Stress test
https://imgur.com/zLjk8wk
Congratulations for 3 mods on main page in one time
Also what mod is that for the Dwemer metal?? Oh never mind It's yours Rudy :) Those textures are serious bro!
Just out of curiosity does anybody know if adding emittance to them in the CK makes any difference to them?
It will be amazing if these do not get counted by the game towards that limit.
A video of how to do this would be very, very well received!
it's great that these won't count toward shadow casters (i think the limit is 4 actually), but if i recall, there can be flickering just like too many casters, except it's if you have just too many simple lights in an area. i remember having flickering when using like 15 non shadow lights in a room. think radius makes a big diff.
so wonder if these will cause that issue?