EiSvogel says it has LUT support but it's different syntax than what I'm used to. I would ask the author how to do it - they have helped other people (look in the comments thread, you'll see people asking about LUTs)
it looks like you have to make changes in three places in enbeffectpostpass.fx, but I don't know if there's a further change in the associated .fx.ini or not.
The process is different for every ENB out there. Some don't support custom LUTs and some do. Some make it easy to add more and some don't! There's no one standard answer, sorry.
Post which one you're using and I can look at the code and take a guess - but it'll ONLY be a guess. I don't have SE installed right now so I cannot find out for sure.
Rudy is the most complicated ENB I've tried to add LUTs to, and at least for Rudy LE, it's possible but not easy. I have not tried Rudy SE but the documentation suggests it's possible. I read through Rudy's readme and it seems like you'd need to edit enbeffect.fx, add a new LUT_Preset under "technique" and point it at a pala file - but I don't know for sure.
I would suggest reading the comments on Rudy's ENB page and seeing if anyone else has asked this question?
Thanks for replying. Yeah I did eventually manage to get it working by editing the enbeffect.fx, it looks a bit weird though, might just be because I'm so used to Rudy's more bland look.
im using a sort of frankenstein ENB i piled together from a couple different ones to work with cathedral weathers and a lot of different addons for it, and it doesn't have a LUT helper but instead a single LUT texture defined in enbeffectpostpass.fx: Texture2D TextureLUT <string ResourceName = "Textures/Firelut.png";>; ///change the name.png here if you need to use another lut
does anyone know how i could add a selector so i can define all the LUT file paths and pick between them in-game in the UI? or really maybe a better way of putting it is can i just take the lut helper from another ENB and paste it in my enbseries folder? i just don't know what else i have to do to include/require it. could i just type #include "enblut.fxh" in enbeffectpostpass.fx?
I think this might help you. Replace your file with his and then in the enblut.fxh add the lines on the comments below. https://www.nexusmods.com/skyrimspecialedition/mods/32206
Hi, I dropped the files into the LUT folder but i can't find them under the menu. I use Silent Horizons, and I'm already using custom LUTs from another mod author.
Whoops I was editing the wrong file, i have no knowledge when it comes to LUTs but i was like maybe I'll edit the postfx file, not the ini file, and add the lines. Eventually one of the command lines I added did show up but when I switched to it it went dark. Thanks I'll try that.
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it looks like you have to make changes in three places in enbeffectpostpass.fx, but I don't know if there's a further change in the associated .fx.ini or not.
Post which one you're using and I can look at the code and take a guess - but it'll ONLY be a guess. I don't have SE installed right now so I cannot find out for sure.
I would suggest reading the comments on Rudy's ENB page and seeing if anyone else has asked this question?
Texture2D TextureLUT <string ResourceName = "Textures/Firelut.png";>; ///change the name.png here if you need to use another lut
does anyone know how i could add a selector so i can define all the LUT file paths and pick between them in-game in the UI? or really maybe a better way of putting it is can i just take the lut helper from another ENB and paste it in my enbseries folder? i just don't know what else i have to do to include/require it. could i just type #include "enblut.fxh" in enbeffectpostpass.fx?
COLORFX_CUSTOM_LUT_TECH(Custom6, "Red Rock", "redrock.bmp")