PI-CHO ENB Update logger (22/11-23/01)
Added 2023-01-14 17:31:53 +0000 UTCIn fact, I have done a lot of ENB work since November last year.
I'm sorry that I couldn't even upload the update logger because I was busy in real life.
Please note that the same updates have been applied to all PI-CHO versions that have recently been upgraded.
Only the SOLAS version has not yet been applied.
Changes (Common)
1. A code has been inserted to suppress the brightness of the loading screen.
2. The red color pops up easily and is not Roar-friendly, selectively suppressing the red color among the RGB colors of the light smudging shader and the post-processing shader.
3. When the red color is suppressed, the character shot deteriorates, thus increasing the SSS saturation to the appropriate range.
4. I developed a two-stage clamp adaptation algorithm in N7.8, but I didn't know how to perform with it. As the build went up, the light source was optimized overall.
Changes (NLA)
1. The weather in NLA interferes with indoor graphics, so the tone map has been modified similarly to other versions.2
2. The interior adaptation has been slightly adjusted.
3. NLA Night Graphics is really troubling. Some people complain that the night is too bright. This is part of understanding.
But the sky is too bright in NLA. So it's hard to create a modern graphic. If you apply the directing method used in ENB in the past, you can make it dark, but it's quite negative. In this version, I changed the value of the image space tint slightly, leaving the brightness of the night.
Changes (NAT)
1. NAT weather has a fairly aggressive light source distribution. The sky and sunlight are very bright. This is appropriate for inserting modern graphic effects in broad daylight. However, from a gamer's point of view, gameplay can be uncomfortable because adaptation changes brightness quite aggressively. Therefore, the latest build has reduced the brightness of sunlight and the sky as much as possible to the appropriate level and adjusted the ambient light and IBL. However, it was still feels aggressive, but I believe it is essential to maintaining mod identity.
2. NAT night graphics are unnatural, unlike daylight. Especially the Aurora Weather Night Graphics; the sunlight is so weird. Several "cheating" techniques have been applied to address this.
Changes (Azurite)
1. Azurite weather is a technically excellent weather mode, as Moder said. However, it did not fit well with the two-stage adaptation applied in N7.8. To solve this problem, the intensity of the ambient light was greatly reduced, and the intensity of the sunlight was also unified within the appropriate range.
Changes (Cathedral)
1. Cathedral weather is a fantastic weather mode.The light source of carthedral is blue, and it allows excellent saturation control even with SE ENB's restricted ambient light saturation control capability. However, the concept of weather made controlling the light source challenging. I emphasized the cathedral's original atmosphere by decreasing the ambient light and increasing the intensity of the IBL.
Changes (Obsidian)
1. Obsidian is the most difficult weather mode to control, and its disadvantage is clear. But the unique atmosphere is irreplaceable in any weather mode.
The advantage of the Obsidian Weather Mode is its unique, Roar-friendly atmosphere, and the distribution of light sources in the sky and on the ground is extremely appropriate. However, the fog distribution is difficult to adjust properly for ENB, and there is a significant distribution of unregulated ambient light saturation. There is a blue light source that can never be eliminated on a clear day. This applies to characters, so it's disadvantageous for character shots. To address this, the light source has been readjusted globally.
2. Reduced shadow saturation
3. By applying a two-step adaptation, I was able to hide quite a lot of the disadvantages of the obsidian.