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Enbseries inderect ambient
Enbseries inderect ambient




Anyway aquiring some of those techniques for rF2 shows are increasing a lot in their development. Shows that ISI isn't the forerunner regarding graphics as said before. Tim from ISI is probably not on boat with other graphic departments if he questions those namings which are fundamental nowadays. Specularity, literally using an alpha channel to control how shiny the skin is, and then boosting or lowering that by white values and indirect reflectively handled through the ambient occlusion/Screen Space Indirect Lighting code. Since then almost any title has worked with those stuff. One of the first major titles was Half-Life 2 back in the day that addressed HDR support in a patch. HDR stands for High Dynamic Range and offers an even more realistic way to have graphical effects for Lighting and Shading in games. Theres's reflexions and watereffects, too. To the new used effects count various blurfilter and SSAO (Screen Space Ambient Occlusion) and Indirect Lightning - both techniques, that offer a better lighting and shading.

enbseries inderect ambient

Cutting edge visual effects developed by Boris Voronstov, including ambient occlusion, indirect lighting, depth of field, dynamic sun shadows, sun rays and more, all carefully configured and tested by tapioks. This is developed for different engines in order to give engines for games(primarily good old games) a better optic transferation.īoris uses often new effects he inplement into games with his ENB stuff or he adds a mod for renderpath increasing up a notch, for example DirectX8 to DirectX9. The next generation of Enhanced Shaders for Fallout New Vegas, built on ENBseries technology. The russian modder Boris Vorontsov is working on his ENB Series Mod for many years. SSAO now have several parameters, also allow to use ambient occlusion only without indirect lightning for better.






Enbseries inderect ambient