I decided to create a thread for my series of 'tech demo' videos of Skyrim ENB visual effects. I will add new videos to this thread on the ENBdev.com forums as I continue to create them. The first five videos are included below:
This video demonstrates the real-time screen-space reflections effect of ENB series for Skyrim, calculating true reflections in real-time as opposed to the standard simulated cube-map techniques.
This video demonstrates the image-based lighting (IBL) effect of ENB series for Skyrim, an effect that is only now beginning to appear in commercial video games. IBL is an effect where the scene is illuminated from above by the light from the sky. To oversimplify: a image of the sky is reflected onto the scene. IBL also has potenial applications for interior scenes, but the Skyrim ENB only uses this effect in exterior scenes with the sky.
This video demonstrates the underappreciated subsurface scattering (SSS) effect of ENB series for Skyrim, another effect that is only now starting to appear in commercial video games in 2015. Subsurface scattering is the diffusion of light within a translucent material. For more info, see <!-- m -->En.wikipedia.org<!-- m -->
In ENB series for Skyrim, subsurface scattering is mostly used to help skin to look more like skin, rather than like leather or rubber.
This video demonstrates the screen-space indirect lighting (SSIL) effect of ENB series for Skyrim, an effect rarely used in ANY commercial video games to date. SSIL is an effect where light cast onto one surface is reflected onto other nearby surfaces. It can be considered a 'sister effect' to screen-space ambient occlusion (SSAO), working with light rather than shadow.
This video demonstrates the screen-space ambient occlusion (SSAO) effect of ENB series for Skyrim. Ambient occlusion is an effect that calculates how exposed each point in a scene is to ambient lighting; areas with less light exposure, like corners & crevices,are darkened accordingly. ENB's implementation of SSAO is more sophisticated than most found in commercial games today; it respects lighting and transparency, and applies realistic darkening to affected areas rather than overlaying 'black blobs' as bound in some games. (*cough* ... Far Cry 4 ... *cough*). SSAO can be considered a 'sister effect' to screen-space indirect lighting (SSIL).
Screen-Space Ambient Occlusion Tech Demo - 1080p@30FPS
This video demonstrates the volumetric mist effect of ENB series for Skyrim. ENB for Skyrim allows for volumetric mist to be added to areas of the game world. The appearance of mist depends on weather conditions and requires an ENB preset designed to use the effect, such as Enhanced Shaders NLA.
Volumetric mist helps foggy days feel more atmospheric, and also helps to mask lower quality distant textures and models with a realistic effect.