Hi,
First, thank you doe this great lod generator. I was able to set up everything nicely, went through all the info on https://dyndolod.info/.
My tree and grass lod are awesome.
Now I am trying to make the mountin cliffs/peak good to. Unfortunately, they are popin-popout as I go closer to a mountain on lod transitions. And every transition, not just between fullmodeI-LOD4 but between all LOD transitions too. Is like they use different textures, or same but differnet/wrong uw maps.
"Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas. Sometimes this is done on purpose, like for the mountainslab rock textures, so LOD for mountains in the nearest LOD level uses the full textures."
I aslo saw that there aer lods created for Majesit mountains.
"Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures."
Then I checked the differnet lod level nif files added by the DynDoLod: Resources SE 3.00 alpha 24:
https://ibb.co/LvGmZ3r
https://ibb.co/jbYhDG7
https://ibb.co/wR2ZhQK
https://ibb.co/p3BMK9k
So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2.
Is this how they supposed to look like? Or am I missing something?
About mitigating the problem:
- AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right?
- Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16?
(and see if my rig can handle it...)
- I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further...
[TerrainManager]
fTreeLoadDistance=327680.0000
fBlockMaximumDistance=327680.0000
fBlockLevel1Distance=32768.0000
fBlockLevel0Distance=16384.0000
fSplitDistanceMult=1.0000
(low values as the LODs are pretty good, and gets me high fps)
Visual Mods:
Realistic Water Two
SMIM
Regards,
CaptainGabi