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Enb Question - Color Enhancing and Muting


mcdonals53

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Hello all,

 

I've just started tinkering with customizing an ENB preset and I've hit a dead end as far as what I'm looking for. I've poured over all the available documentation that I could. At this point, I'm not even really sure that ENB is capable of what I want it to do, although it is a simple concept.

 

Simply put, I want to enhance a single color while muting another color. For example, enhance reds but push oranges and yellows to grey or black.

 

That is step one, if that is possible (I'm not sure if it is), then another thing would be to increase ambient light only on that single color.

 

I'm not sure if either of these are possible, but if anyone could point me in the right direction, I'd much appreciate it.

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To enhance colours you want to (I don't know if you know yet) customize and create a colour palette. The colour palette in the simplest of explanations is a filter for the ENB which will do what you are asking but I can't promise you it will push yellows and oranges to grey and white.

 

Here is what I mean:

http://i.imgur.com/msEFdRD.png

 

Each palette ''filter'' will have a different effect on the colours. Here is one I made simple in Photoshop:

http://i.imgur.com/t1aFyHk.jpg

 

Which gives this effect:

http://i.imgur.com/xua0QW3.jpg

 

Sorry if you knew this already but it might give an answer to what you are asking. :P

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Thanks for the reply. Yes, I am familiar with palettes, but unfortunately the documentation concerning them is incredibly lacking. The entry on the enbdev site only contains this simple line of explanation and a few examples:

 

Colors from left to right of texture represent pixel colors of screen, for example left black means that original game black will be mapped to black. If it is green, then black pixels of game will be green. Colors from top to bottom represent screen brightness, upper means that overal game screen brightness is black (0) and bottom of the palette texture means that screen is white. So you can adopt colors depending from screen brightness too.

 

It mentions that the left most pixel is black, but does not reference what the other pixels are.

 

I have found a few other tutorials on creation of palettes, but nothing as far as which pixel is for which color.

 

Do you have any information regarding this, or should I just start the old tried and true 'trial and error' method? :blush:

Edited by mcdonals53
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Yup, that's what I've started doing. I have a feeling that it is going to take a LONG time though, LOL.

 

Why is it that the simplest ideas are usually the most laborious?

 

My idea is simply a dark gritty black and white film noir feel with red (and a few other colors depending on how they look) as stand out colors.

 

Like this:

http://media-cache-ec0.pinimg.com/236x/09/4e/96/094e96cdb1fd67d3674c683927fe423b.jpg

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Hmmm yes that would look very cool. I'd love to see it! :D Hmmm...I have seen back and white enb's before but because they are black and white I don't know wether it would be possible to allow the red in...http://www.nexusmods.com/skyrim/mods/26327/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D26327&pUp=1 That mod is Noir but one gain I'd have a look at how they made it black and white then have a see if you can possibly get red in it somehow. Just don't re upload their work that will cause issues xD Haha

 

I don't know if it's possible but go ahead and try! :)

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I just took a peek at that ENB. Looks like Joshua E achieved the black and white by various saturations to 0.0 in enbeffects. I also found something that looks promising. I'll have to do some more in depth reading about enbeffects.

 

But this... this looks promising:

  Quote

 

float fColorSaturationMultRed = 0.0;
float fColorSaturationMultOrange = 0.0;
float fColorSaturationMultYellow = 0.0;
float fColorSaturationMultGreen = 0.0;
float fColorSaturationMultCyan = 0.0;
float fColorSaturationMultBlue = 0.0;
float fColorSaturationMultMagenta = 0.0;
float fColorSaturationModRed = 0.0;
float fColorSaturationModOrange = 0.0;
float fColorSaturationModYellow = 0.0;
float fColorSaturationModGreen = 0.0;
float fColorSaturationModCyan = 0.0;
float fColorSaturationModBlue = 0.0;
float fColorSaturationModMagenta = 0.0;

 

// List of floating point values for hues, used in equalizer.

float fHueRed = 0.0;
float fHueOrange = 0.08333333;
float fHueYellow = 0.16666667;
float fHueGreen = 0.33333333;
float fHueCyan = 0.5;
float fHueBlue = 0.66666667;
float fHueMagenta = 0.83333333;
float fHueRed2 = 1.0;

 

So it looks like ENB effects can do per color saturations and values. Looking at this, I think enbeffects may be the way to go, not palettes after all. Thanks for showing me that ENB!

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Looks like I'm on the right track. Using the enbeffects from Joshua's Noir ENB show that it is possible. I think I'll have to write my own effects from scratch though to get more control over the colors. Seems that sunlight and fires create a lot of red light, which spoils the effect. I'll have to find a way to tame that. Looks great at night though.http://i.imgur.com/aXL7P9O.png

 

http://i.imgur.com/tLrN08h.png

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I'll gladly share when I finish it. Although, don't expect something quick. In the Noir ENB, in the enbeffects file, there are variables for increasing hue coloration. I simply bumped the fHueRed from 0 to 1 (2 was over saturated) and I got that effect.

 

It is not playable in that configuration though. Skin tones and anything in direct sunlight take on a horrid red glare.

 

http://i.imgur.com/YSqDlNr.png?1

 

As I don't want to steal someone else's work, I will be rewriting the enbeffects from scratch. While I do have programming experience, I have never written an enbeffects file before, so I will have to teach myself how to do so.

 

I also need to find out if I can limit light affecting textures or if I have to remove the red component from sunlight and torch light. Skin textures look fine at night with no direct light source, so at least I know the problem is from light.

 

Now, lets see if I can find a good tutorial on enbeffects or at least some documentation. Otherwise, I'll have to start the long laborious process of reverse engineering example enbeffects from established presets. Wish me luck!

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