Is it possable to use ENB series or fxaa post process injector to add darker shadows to in game ships?

Hello all

After seeing enb work wonders on assassins creed and fxaa on skyrim I was thinking this be great to add to sin.

I have been trying to add the ENB series to S.O.S.E.E. dropping the enb files in the game file makes it so that no textures to show in game if use the dev.exe . 

The Ideal was that in space unlike a atmosphere light would not react the same way. In a atmosphere light bends a little round objects in space that bend no longer exist.( yes that's not a scientific explanation just visual one form a artiest view point)  

I feel that In S.O.S.E. the light is just to much on ships even when your facing the side that should be pure shadow. I was thinking that if I could get enb or fxaa or both just to work that I could start to work on the settings to see if could pull this off.

  That's the reason for the post if any one has got one or both to work to pleases post on a work round with them because dropping the files in directory just makes the game crash even a mini dump would be better. This crash is rather odd though because the game is not reported as unresponsive in task manger.If I use the DEV.exe then it well run though no texture are visible.

Here is the another thing If could get to work so that ships side that is facing a way from the star would be rather dark would any would like to use in the own game ? When I say dark I mean really dark so that lighting from the ship interior lighting of the ship would be the only thing you can make out.

 

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Reply #1 Top

FXAA is only useful in game engine who use defered shading because with defered shading, the lightning stage is separated from the geometric stage and hardware anti-aliasing don't give a correct result...

Defered shading is used by some game engine because it give the ability to render many lights in scene without significant performance hit... but there is several disadvantage like not being able to handle transparency, multiple material eating memory bandwitch, hardware anti-aliasing giving bad result ( reason why FXAA is used ), etc...

Directx 10.1 allow hardware anti-aliasing possible in deferred shading but SOASE is a directx 9 game...

As the EMB series, it is specific to a game or a engine... if Boris Vorontsov's make a EMB for SOASE or for the Iron engine, it will work... else forget it... unless you are a expert of shader code and wish to try modify the .fx files from SOASE yourself...

Some of the EMB effect can be made using a other method... by example, Tobi from the B5 mod bake the AO with HDR light in the cl texture... look the grasshopper at http://en.wikipedia.org/wiki/Ambient_occlusion ... first pic is the calculated AO, second pic is how it will look in SOASE without AO backed, third pic is how it will look in SOASE with AO backed... i think that Tobi use cinema 4D for calculate the AO... something who ask a lot of time but need to be made only one time...AO are geometry shadow and it is not related to light in the scene...

From the Stardock "news", it seem that Rebellion will move from shader 2.0 to 3.0... and the a topic where they post a pic before-after, it seem that light/shadow system is already greatly improved... by example, it seem that ship who are between the light and a other ship can cast shadow on the other ship... well, need to wait the release of Rebellion for know more...

Reply #2 Top

This is SOASE... just turn down the gamma for now.

Reply #3 Top

Thoumsin

thanks

yeah I was thinking it would not work but I thought to put it out to see if I was barking up a wall or a hidden gate in the wall.