Problem Was tun wenn mit ENB Series Schnee bei Sonnenlicht zu hell ist und total überstrahlt?

SiddiusBlack

Neuankömmling
Hallo,

ich habe mir eine ENB zusammengebastelt, bin mit dem Ergebnis total zufrieden habe nur ein Problem und zwar das bei Sonnenlicht der Schnee extrem überstrahlt.

Weiß vielleicht jemand welchen Wert ich wo ändern muss das das weg geht bzw. besser wird, bin langsam am verzweifeln weil ich dazu nichts genaues finde...

Meine enbseries.ini sieht wie folgt aus




[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=d3d9injFX.dll

[GLOBAL]
AdditionalConfigFile=userconfig.ini
UseEffect=true

[FIX]
ForceSingleCoreCPU=false
IgnoreThreadManagement=true
IgnoreThreadPriority=true
AntiBSOD=true
DeviceId=00001200 //Enter your graphic card DeviceID here
VendorId=000010DE //Enter your graphic card VendorID here

[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0

[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=59.0

[INPUT]
//back
KeyReadConfig=8

//shift
KeyCombination=16

//f12
KeyUseEffect=123

//home
KeyFPSLimit=36

//num *
KeyShowFPS=106

//insert: 45
//print screen: 44
KeyScreenshot=44

// Above 8 would be inperceptible really, this has no effect on my machine though, I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view
[ENGINE]
ForceAnisotropicFiltering=false //true
MaxAnisotropy=16
SkipShaderOptimization=false

[EFFECT]
UseOriginalPostProcessing=false
EnableAdaptation=false //true

// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx
EnableBloom=true

// Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)
EnableAmbientOcclusion=false

// Do not use, not implimented yet
EnableDepthOfField=false

// This affects entire scene brightness and is what makes everything look 'good'
// It also normally brings out the blue/green to much but I wrote a 'fix' for it in the enbeffect.fx that desaturates while keeping the luminance intact.
[BLOOM]
Quality=0 //1
// Some areas in Markarth especially; really blow out to white, increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.
AmountDay=1.2
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate
AmountNight=1.4 //1.0

// 256, 512
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.
BlueShiftAmountDay=0.0
BlueShiftAmountNight=0.0

// 5, 3, 1, 1
// 3, 2, 2, 1
// nn: 4, 4, 3, 3
[CAMERAFX]
LenzReflectionIntensityDay=0.1
LenzReflectionIntensityNight=0.1
LenzReflectionPowerDay=0.1
LenzReflectionPowerNight=0.1
// even at 1 this will trigger in ice caves which are really bright


// Trees still flicker especially in distance when lower LOD
// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit
// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them
// Shrinking Sampling range reduces/tightens this smudgyness
// Also screen resolution has a big impact when combined with SSAO
// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example
[SSAO_SSIL]
// 1, 0.4, 7, 7
// Quality, lower is better
SamplingQuality=0 //2
SamplingRange=0.4
FadeFogRangeDay=7.0
FadeFogRangeNight=7.0

// Increase these for better quality at expense of some FPS, may flicker less at higher values
// 0.35, 0.35 - LOW - will flicker more on trees
// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
// Not much point in going above 1.0
SizeScale=0.5 //0.4
SourceTexturesScale=0.5 //0.4

// 2, 0.8, 0.5, true
// FilterQ lower is better, tighter
FilterQuality=0 //2
AOAmount=0.8
ILAmount=0.5

// Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does
UseIndirectLighting=false

// 0.7, 0.15, 1.0
[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=1.0
DetectorLevelNight=1.0 //0.15
DetectorLevelCurve=1.0

// 0.2, 0.4, 0.1, 0.6
// Adaptation also set with EAdaptationMin/Max in enbseries
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=0.6

// 1.2, 0.8, 1, 1, 0, 0
[ENVIRONMENT]
// Sunlight during day cast onto scene
DirectLightingIntensityDay=1.2 //1.2

// Moonlight cast at night, thus creating shadows where it is not cast, many dark night mods just reduce or remove this, but then it looks flat and boring
DirectLightingIntensityNight=1.3

DirectLightingCurveDay=1.0
DirectLightingCurveNight=1.0
DirectLightingDesaturationDay=0.0

// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
// More desaturation at night is done in the enbeffect.fx
DirectLightingDesaturationNight=0.0

// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierNight=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierNight=1.0

// Leave at 0
SpecularFromLightDay=0.0
SpecularFromLightNight=0.0

//1.3, 1.8, 1.0, 1, 0, 0.8
AmbientLightingIntensityDay=1.3
AmbientLightingIntensityNight=1.3
AmbientLightingCurveDay=1.0
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!
// If you increase curve past 1 you get little superbright specs of light, dots flickering
AmbientLightingCurveNight=1.0
AmbientLightingDesaturationDay=0.0
// More desaturation at night is done in the enbeffect.fx
AmbientLightingDesaturationNight=0.0

// some caves lights are treated as Day, so they may always be bright >_<
PointLightingIntensityDay=0.9
PointLightingIntensityNight=1.2 //0.8
PointLightingCurveDay=1.0
PointLightingCurveNight=1.0 //1.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0

// Making fog black here at night is a good way to darken nights, but can or at least did have many sideffects then, so I leave fog alone
FogColorMultiplierDay=1.0
FogColorMultiplierNight=1.0
FogColorCurveDay=1.0
FogColorCurveNight=1.0

//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
ColorPowDay=1.0

// Decreases Contrast at night be swetting colorpow to 0, cannot go below 0
ColorPowNight=0.0

[SKY]
Enable=true
StarsIntensity=3.0
StarsCurve=0.7
AuroraBorealisIntensity=0.6 //0.8
AuroraBorealisCurve=0.5

// 1.1, 1.3, 1.25, 1.25, 0, 0
CloudsIntensityDay=0.8 //0.9
CloudsIntensityNight=1.0 //1.3
CloudsCurveDay=1.0
CloudsCurveNight=1.0
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0

// 1.6, 0.15, 1.1
GradientIntensity=1.4 //1.2
GradientDesaturation=0.0 //0.25



// 3.2, 2.5, 1.0
// I have problem of top of sky going greeny cyan, so setting curve to 1.8 makes it deep blue instead, no perfect but better than cyan
GradientTopIntensityNight=1.25 //1.1
GradientTopIntensityDay=1.25 //2.2
GradientTopCurveDay=0.7 //2.0
GradientTopCurveNight=1.0

// 1, 1, 1, 1
GradientMiddleIntensityDay=1.0
GradientMiddleIntensityNight=1.0
// Setting curve above 1 results in awfulness at some times of day
GradientMiddleCurveDay=1.0 //1.0
GradientMiddleCurveNight=1.0 //1.0

// 2, 1, 1, 1
GradientHorizonIntensityDay=1.1 //1.8
GradientHorizonIntensityNight=1.1
GradientHorizonCurveDay=1.0
GradientHorizonCurveNight=1.0

// Sun here is rather large, its not the center of teh sun mroe the big big glow around it in sky in distance
SunIntensity=1.8 //1.8
SunDesaturation=0.0

// Setting this higher results in pixely noise and visble border of sunflare
// Cannot get sun to bright enough in center
SunCoronaIntensity=1.7 //1.7
SunCoronaCurve=1.7
SunCoronaDesaturation=0.0

MoonIntensity=1.2 //0.8
MoonCurve=0.8 //0.8
MoonDesaturation=0.4 //0.2

// Makes Frosttrolls, ice, trees and such glow at night when set too high :)
// Also on skin I get a pixely aliased countour on faces sometimes which high SS makes even worse (exist in vanilla game too so bug in skyrim)
// 0.4, 0.3, 1, 1
// 0.9, 0.9, 0.4, 0.4
[OBJECT]
SubSurfaceScatteringMultiplierDay=0.9
SubSurfaceScatteringMultiplierNight=0.9

// Setting this higher makes people go redder, lower = whiter and brighter
SubSurfaceScatteringPowerDay=0.4
SubSurfaceScatteringPowerNight=0.4

[LIGHTSPRITE]
IntensityDay=0.5
IntensityNight=0.5
CurveDay=0.5
CurveNight=0.5

[WINDOWLIGHT]
Intensity=3.0 //3.0
Curve=1.0

// Clouds on mountain tops and I think fog sprites in dungeons
[VOLUMETRICFOG]
IntensityDay=1.1 //1.0
IntensityNight=1.1 //1.0
CurveDay=1.0
CurveNight=1.0

// Increasing this still affects water foam amongst other things
// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
[FIRE]
IntensityDay=2.0 //1.0
IntensityNight=2.0 //1.5
CurveDay=0.7 //0.7
CurveNight=0.7 //0.7

// For Darker Nights set to true (and have the enbpallette.bmp present)
[COLORCORRECTION]
UsePaletteTexture=true

// Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it
[SHADOW]
ShadowObjectsFix=true

[DEPTHOFFIELD]
FadeTime=0.1
 
Danke für deinen Tipp aber der hilft mir nicht wirklich. Denn ich kenne RL und ich kenne auch die Texturen, die sind zwar ein wenig dunkler aber dafür auch bei weitem nicht so hochauflösend wie die die ich drauf habe.

ENB ist für mich das Nonplusultra, mit RL bekomme ich keine vernünftigen Ergebnisse geliefert die mir gefallen.
 
@Eldarie
Danke für den Tipp, werd ich gleich mal testen. Vielleicht hab ich damit jetzt ja endlich einen würdigen Ersatz für ENB gefunden :)