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7 hours ago, sheson said:

LOD models are lower quality version of full  models. Hence LOD is lower quality than full models.
DynDOLOD Resources does not change or replace the vanilla LOD models for icebergs and glaciers. It adds a few new LOD models that were missing.
Typically icebergs and glaciers use pre-rendered LOD textures that TexGen can not yet generate automatically,
xLODGen/DynDOLOD simply use the LOD models and LOD textures that are currently installed in the load orders. So typically vanilla, unless a mod replaces them.

Changing the distances for the different LOD models, does not change the quality of the LOD models.

If you know the reference from id of an iceberg you can look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD models were used and found for the different LOD levels.

Since you are posting  in the DynDOLOD 3 alpha thread, I have to ask:  Is there any difference compared to how LOD is generated with DynDOLOD 2.96?

Oh interesting, okay, that explains why the icebergs/glaciers from the other mod weren't having decent LOD show up for them, as none were included with that mod.

I found the section for the iceberg in the pic, I'm just not sure what I could do from there other than see which LODs were used, which I assume are vanilla since the glacier mod I used doesn't include LODs. What would be the best next step?

For what it's worth I'm liking 3.00 a lot, i have some experience generating LOD with dyndolod/xlodgen before, but I've been having better LODs and an easier time generating it than with earlier dyndolod versions. Thanks for the work on this :)

 

EDIT: so I think DynDOLOD resources has its own version of glacierslablod.dds that's lower resolution (1/2 or 1/3 the size I think) than HD LODs which I'm also using, but DynDOLOD resources was overwriting with the lower-res file, but all the other LOD textures from HD lods were winning, so that might be why those glaciers are standing out. Rerunning LOD gen with HD LOD's glacierslablod.dds winning and will see how it goes.

EDIT 2: that seems to have worked.

Edited by tweedledumb99

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5 hours ago, sheson said:

LOD models are lower quality version of full  models. Hence LOD is lower quality than full models.
DynDOLOD Resources does not change or replace the vanilla LOD models for icebergs and glaciers. It adds a few new LOD models that were missing.
Typically icebergs and glaciers use pre-rendered LOD textures that TexGen can not yet generate automatically,
xLODGen/DynDOLOD simply use the LOD models and LOD textures that are currently installed in the load orders. So typically vanilla, unless a mod replaces them.

Changing the distances for the different LOD models, does not change the quality of the LOD models.

If you know the reference from id of an iceberg you can look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD models were used and found for the different LOD levels.

Since you are posting  in the DynDOLOD 3 alpha thread, I have to ask:  Is there any difference compared to how LOD is generated with DynDOLOD 2.96?

also, does this mean that i'd need to rerun dyndolod/xlodgen to properly use the LOD for glaciers/icebergs included with a mod (e.g. northern ice or glorious glaciers)?

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2 hours ago, tweedledumb99 said:

Oh interesting, okay, that explains why the icebergs/glaciers from the other mod weren't having decent LOD show up for them, as none were included with that mod.

I found the section for the iceberg in the pic, I'm just not sure what I could do from there other than see which LODs were used, which I assume are vanilla since the glacier mod I used doesn't include LODs. What would be the best next step?

For what it's worth I'm liking 3.00 a lot, i have some experience generating LOD with dyndolod/xlodgen before, but I've been having better LODs and an easier time generating it than with earlier dyndolod versions. Thanks for the work on this :)

 

EDIT: so I think DynDOLOD resources has its own version of glacierslablod.dds that's lower resolution (1/2 or 1/3 the size I think) than HD LODs which I'm also using, but DynDOLOD resources was overwriting with the lower-res file, but all the other LOD textures from HD lods were winning, so that might be why those glaciers are standing out. Rerunning LOD gen with HD LOD's glacierslablod.dds winning and will see how it goes.

DynDOLOD Rseources include the 256x256 vanilla version from DLC to overwrite the 128x128 vanilla version of the base game for glacierslablod.dds
However, there are a few more vanilla pre-rendered glacier textures used by the models, that neither DynDOLOD Resources/TexGen.
HD LODs is supposed to be loaded after DynDOLOD Resources, it should cover those other textures as well.

If there are no (better) LOD models available one option is to create them. Another is to try to use the full model for the first LOD level via mesh rules. Since glaciers and iceberg use parallax shaders, that might not work out well, because LOD does not support all shader options. In that case, so as a last simple resort you could try copying the full models to LOD model filenames and then edit the shader settings in NifSkope to the default shader and see if you need custom textures or can somehow mimic things somewhat they look acceptable. The problem is that the full really ice look very different depending on lighting and with the default shader it is impossible to exactly replicate that for all conditions.

The LOD file name to copy to is typically full model_lod_0.nif, so meshes\landscape\ice\iceberglarge.nif to meshes\lod\ice\iceberglarge_lod_0.nif

LOD is generated for the current load order. If there are changes to objects placements or the LOD resources and you notice the LOD not matching anymore, generate LOD again for the new load order.

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1 hour ago, sheson said:

DynDOLOD Rseources include the 256x256 vanilla version from DLC to overwrite the 128x128 vanilla version of the base game for glacierslablod.dds
However, there are a few more vanilla pre-rendered glacier textures used by the models, that neither DynDOLOD Resources/TexGen.
HD LODs is supposed to be loaded after DynDOLOD Resources, it should cover those other textures as well.

If there are no (better) LOD models available one option is to create them. Another is to try to use the full model for the first LOD level via mesh rules. Since glaciers and iceberg use parallax shaders, that might not work out well, because LOD does not support all shader options. In that case, so as a last simple resort you could try copying the full models to LOD model filenames and then edit the shader settings in NifSkope to the default shader and see if you need custom textures or can somehow mimic things somewhat they look acceptable. The problem is that the full really ice look very different depending on lighting and with the default shader it is impossible to exactly replicate that for all conditions.

The LOD file name to copy to is typically full model_lod_0.nif, so meshes\landscape\ice\iceberglarge.nif to meshes\lod\ice\iceberglarge_lod_0.nif

LOD is generated for the current load order. If there are changes to objects placements or the LOD resources and you notice the LOD not matching anymore, generate LOD again for the new load order.

thanks for explaining this, tried that based on someone's suggestions for waterfall LOD brightness at night and it worked well, though like you say, sounds like snow/ice shaders for LOD vs. full model will be a different sort of problem.

and good to know HD LODs is supposed to be loaded lower hah! wooooops. thanks for the help on this Sheson.

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Getting some performance degradation using this with grasscache. Setting grasscache Dyndolod mode to 1 (# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass ) and at the coast when ,presumably I'm loading a new ocean cell, i get freezes for 5-8 seconds while it loads.....nothing? Running through Whiterun plains has no stuttering at all.

 

Is there something else I need to set in the Dyndolod ini or settings to help with this? Or any tips on how to prevent this from happening?

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