Skyrim Special Edition
NEW ENB WET EFFECT comparative screenshot

Image information

Added on

Uploaded by

rudy102

About this image

Notice

This user's image description contains 24 images. Some authors like to showcase more of their work in their image descriptions or use the image description to provide a storyboard for the image provided.

You will need to be logged in before you can see this user's image description.

26 comments

  1. PatrickTheDM
    PatrickTheDM
    • premium
    • 175 kudos
    In interiors it looks like everything is super clean and polished to a high gloss. Someone is buffing the floors!
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      Housekeeping is quite efficient in this game, they secretly clean up the Dwemer Ruins and make sure that all candles are lit in the Nordic Ruins
  2. LordPhoenix82nd
    LordPhoenix82nd
    • premium
    • 33 kudos
    It looks amazing, but I'm slightly confused. How is this different from just adjusting the specular amount and power in the Environment section in enb?
    1. gurleygirl
      gurleygirl
      • premium
      • 379 kudos
      I have the same question.
    2. BlazingAlatreon
      BlazingAlatreon
      • premium
      • 19 kudos
      Not having a specular map means all materials reflect the same. You don't want your wooden surfaces to reflect light the same as metal surfaces.
      Also the difference between the specular amount and power in the Environment section and the specular map for the wetness shader is that it will apply regardless of weather unless to manually change it for each weather. The wetness shader only applies to wet surfaces.
    3. gurleygirl
      gurleygirl
      • premium
      • 379 kudos
      Thank you for the insight; and yes, that makes perfect sense. I will gladly accept the lack of specular support in SE for the 64 bit memory management/vastly superior performance in SE over LE all day long. :)
      Regarding adjustments in the Environment section, I turn off the Ignore Weather System option and then set the specular parameters for each rainy weather.
    4. rudy102
      rudy102
      • premium
      • 2,551 kudos
      This wet effect uses a SSR - Screen Space Reflections, in the Interiors, you can't get it by adjusting a specular.
    5. gurleygirl
      gurleygirl
      • premium
      • 379 kudos
      Thanks for insight, Rudy.
      You're the best my friend. /salute
    6. LordPhoenix82nd
      LordPhoenix82nd
      • premium
      • 33 kudos
      Okay thanks, that makes sense about it only applying to surfaces that make sense. I've already tweaked Ominous ENB weathers to where it applies speculars when it rains and snows so I'd have to go back and remove the changes first.

      I played around with the wet surfaces settings and couldn't get a look I liked with it though. It seemed to make surfaces brighter rather then more reflective. I'll have to spend some more time with it
    7. rudy102
      rudy102
      • premium
      • 2,551 kudos
      I'm using a really high specular values during a rainy weather with a rain wet effect, these two effects are rather complementary.
    8. LordPhoenix82nd
      LordPhoenix82nd
      • premium
      • 33 kudos
      Well, if that's the case, I'll have to do some testing with both on. Thanks Rudy!
  3. adelinadragonborn
    adelinadragonborn
    • member
    • 22 kudos
    Nice!
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      Nice to hear this
  4. gurleygirl
    gurleygirl
    • premium
    • 379 kudos
    Rudy, unless the LE version looks that much better, one might consider the SE version a net positive since it doesn't require a specular map to work. :)
    1. BlazingAlatreon
      BlazingAlatreon
      • premium
      • 19 kudos
      It's not really a positive. Also you not need a specular map for it to work but without it you can't control reflectivity of a surface. This means wooden surfaces would reflect the same about of light as surfaces that are supposed to be a shiny metal. As to whether it looks much better with the specular map well that depends if you have the eye for that.
    2. rudy102
      rudy102
      • premium
      • 2,551 kudos
      With a specular map (like in LE) you can prevent some surfaces from being too reflective (like the sand, for example, or a wool)
  5. Spongeman131
    Spongeman131
    • premium
    • 197 kudos
    I'm sure Boris will figure out some other magic to give the preset more authors more control over what gets the new effect and not. The man works a miracle with ENB.
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      Will see
  6. epsos
    epsos
    • member
    • 33 kudos
    +10000000000000000000
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
  7. JDAnchor
    JDAnchor
    • supporter
    • 766 kudos
    Looks very good Rudy
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      Thanks
  8. RenaPG
    RenaPG
    • premium
    • 72 kudos
    I wonder if you're ever gonna release your work on Dwemer metal.
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      The good news is that I finally changed shaders in almost all nifs from Dwemer ruins. The bad news is that I've only done one metal texture so far and it turned out that I need a texture from Markarth doors, the rest are from Noble Skyrim (tweaked) and many nifs need improvement because they are extremely low quality.
  9. AlphaHydri
    AlphaHydri
    • premium
    • 5 kudos
    What texture mod are you using for Dwemer metal in these screenshots? It looks amazing!
    1. rudy102
      rudy102
      • premium
      • 2,551 kudos
      My little experiment