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Exist

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Everything posted by Exist

  1. In this test version trees, mountains and possibly landscape works flawlessly. I had trees very dark before, now they are just right. Not sure about the landscapes, I see pbr landscape textures in the output but idk if they are actually used. Now object LOD is going too bright lol. Farmhouse example: Some objects still use vanilla LOD, for me everything to do with Whiterun: Btw I noticed many PBR textures that are converted keep their full resolution. Idk how this is done with vanilla textures, but I think they could be downscaled by a lot (for example mountains often use 8k textures). The logs are here: https://ufile.io/5scu080v Thank you for your time, you're doing great work!
  2. Thank you. Yes, there are no plans for PBR LOD shader. I will look at the config files.
  3. Hi, writing about support for the new Community Shaders PBR assets. Hopefully not much would be needed from your side. I will mention some facts I believe are causing issues with LODs. Because the PBR textures are incompatible with vanilla, we use unique paths (textures/pbr/ prefix) to avoid unintended meshes from using one of them and looking wrong. Meshes that use PBR can be distinguished by the Unused01 property in Shader Flags 2. PBR albedo is brighter than vanilla diffuse and is saved in dds with the sRGB flag, which converts it to linear on the gpu. Now the problems: Some object LODs seem to be using regular textures, for example mountains. Because LODs won't use the PBR shader, using unmodified PBR textures makes it look wrong. This is our issue and I think authors can just generate lower res textures in the vanilla paths that will only be used for these LODs. I don't know how many LODs actually use regular textures but hope not many. TexGen seems to ignore PBR textures. I suppose TexGen always uses vanilla paths and ignores Texture Set records, otherwise I don't know why this would happen. In this case it would be nice to take texture set paths into account, or check if a PBR path exists before vanilla one. For landscapes we could also have authors generate low res versions at vanilla paths, but it's not viable to do this for everything. DynDOLOD uses PBR textures, but probably because of the sRGB flag (which converts them to linear) the LODs are too dark. This happens to tree LODs, objects such as farmhouses and nordic ruins seem good, but not sure. This would probably happen in the textures in the previous point too if they weren't ignored. From our experiments vanilla diffuse is roughly halfway between usual PBR albedo brightness in linear and sRGB. So it would be best to do something like apply power of 1/1.5 to make the brightness consistent with vanilla. Ideally it could be multiplied with ambient occlusion and adjusted based on metalness which are in another texture, but that's not needed. Hopefully I got the reasons for why it doesn't work right, I will include some comparison screenshots and links to PBR assets so you can try it yourself. Thank you for taking the time to read this and I hope this can be supported. Oh and feel free to ping me or others on CS or Cathedral discord, I might forget to check back here for some time. https://imgsli.com/Mjg5ODQ5 https://imgsli.com/Mjg5ODUy https://imgsli.com/Mjg5ODU0 https://imgsli.com/Mjg5ODU1 More info about our PBR implementation: https://github.com/doodlum/skyrim-community-shaders/wiki/True-PBR Some assets to try: Trees - https://mega.nz/file/dqdzGLwY#jBJFwPIWv7iX314UEKZnHCRvlITLbXI7saLY-4oV6Nw Farmhouses - https://mega.nz/file/duUxDKiA#mnzDzjBFXEIDq-MFoucOHRJT55wOmbUNHOLZ5JxG3lY Lots of other stuff - https://onedrive.live.com/?authkey=!AB5oYH6iqIMDkHM&id=C23FB01B59FA671C!2427&cid=C23FB01B59FA671C
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