Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

20 hours ago, sheson said:

Neither TexGen/DynDOLOD 2.x or 3.x do not generate any leaf textures for 3D tree LOD models. They simply use the installed textures that are defined by the 3D tree LOD model NIF.

Depending on the UV of the 3D tree LOD model the texture may be used directly or form the object LOD texture atlas. That may be different.

Yes thats certainly true for 2.98 it uses the textures defined within passthru_LOD nif and that looks great but as you say 3.00 uses textures\lod\dyndolod\dyndolod_tamriel.dds instead for some reason and therein lies the issue because it looks awful. Passthru_LOD nif(s) is identical for both versions. I wish I could force it to use the default textures somehow.

I'll get back to you with the rest of the details

Link to comment
Share on other sites

On 7/30/2022 at 11:09 PM, Kansas72 said:

I have an issue with new 3.0 version.  I included log.  I hope you can help identify the problem.  First time using it.  Thank you

Error: OpenGL: invalid operation while processing 61AA1E45

https://paste.ee/p/m6mND

Read the first post which debug log and bugreport.txt to also upload when making posts.

On 7/31/2022 at 12:10 AM, Kansas72 said:

Found a fix.  Apparently it was my pc which is weird.  I had to change for it to run in performance mode.  Very weird.

Maybe just running it a second time was all that was needed. Verify the theory by changing the mode back to what it was to see if the problem happens again.

On 7/31/2022 at 1:12 AM, primem0ver said:

I am relatively new to DyndoLOD (and Skyrim SE).  Normal LODs seem to work and load ok.  However I can't get any tree LODs to work  After running DyndoLOD not even Vanilla tree LODs load. I am using the ultra tree feature because when I used the regular trees it said it ran out of space in the lod files (or some such similar warning).  I am using several tree mods as well as seasons.

Read the first post which log and debug log to upload when making posts.

For each tree that you want LOD for, a tree LOD billboard and an optional 3D tree LOD model is required. Use TexGen to generate all required/desired tree LOD billboards.

On 7/31/2022 at 4:44 AM, soupdragon said:

Yes thats certainly true for 2.98 it uses the textures defined within passthru_LOD nif and that looks great but as you say 3.00 uses textures\lod\dyndolod\dyndolod_tamriel.dds instead for some reason and therein lies the issue because it looks awful. Passthru_LOD nif(s) is identical for both versions. I wish I could force it to use the default textures somehow.

I'll get back to you with the rest of the details

That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions.

Provide the required information so I can replicate the setup to see what the actual issue is and address it.

Link to comment
Share on other sites

Hi all.

I want to set up 3D lods on Enchanced Vanilla Trees. I'm on LE and using DynDOLOD 3.

When installing at the end, I chose the option "No Lods". In DynDOLOD i checked Ultra Trees. Everything is as shown in a dozen guides that I looked at.

I've been trying to set up 3d lods for quite some time now. I can't figure out if I've managed to make 3d trees and I can't figure out how to get rid of this gap. Do I understand correctly that if the 3d lods are installed correctly, then there will be no noticeable transition from the full model to the lod?

I don't understand why if DynDOLOD 3 create lods from a full tree, they end up being different.

Do I understand correctly that DynDOLOD 3 itself can create 3d trees based on those in my loadorder?

I also set to zero fTreeLoadDistance=0.0 . And inspected the .ini with BethIni.

Also i tried to generate lods with the Billboard Generator that comes with EVT (although it seems that the generator is not needed with DynDOLOD 3). And without him.

Regarding my loadorder - at the moment I'm not using any mods other than EVT to make the process more transparent.

Short video

But my goal is quality like in this video  

 

I have tried many options. And I'm confused. I don't understand what I'm missing.

Thank you!

Edited by HaveAQuestion
Link to comment
Share on other sites

1 hour ago, HaveAQuestion said:

Hi all.

I want to set up 3D lods on Enchanced Vanilla Trees. I'm on LE and using DynDOLOD 3.

When installing at the end, I chose the option "No Lods". In DynDOLOD i checked Ultra Trees. Everything is as shown in a dozen guides that I looked at.

I've been trying to set up 3d lods for quite some time now. I can't figure out if I've managed to make 3d trees and I can't figure out how to get rid of this gap. Do I understand correctly that if the 3d lods are installed correctly, then there will be no noticeable transition from the full model to the lod?

I don't understand why if DynDOLOD 3 create lods from a full tree, they end up being different.

Do I understand correctly that DynDOLOD 3 itself can create 3d trees based on those in my loadorder?

I also set to zero fTreeLoadDistance=0.0 . And inspected the .ini with BethIni.

Also i tried to generate lods with the Billboard Generator that comes with EVT (although it seems that the generator is not needed with DynDOLOD 3). And without him.

Regarding my loadorder - at the moment I'm not using any mods other than EVT to make the process more transparent.

Short video

But my goal is quality like in this video  

I have tried many options. And I'm confused. I don't understand what I'm missing.

Thank you!

Moved the post to the DynDOLOD 3 Alpha thread. Read the first post.

Upload the log and debug log when making posts as explained on the first post.

Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used.
DynDOLOD will use the 3D tree LOD models installed in the load order.

As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works.

Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models.

Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect.

"Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards.  https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod.

If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions.

If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video.

Link to comment
Share on other sites

have a question I normally switch music mods in my playthrough. Since dyndolod make edits in worldspace it tends to be incompatible cause the music doesn't work. would it be any problem for me to leave personalized music under dyndolod esp?

Link to comment
Share on other sites

On 7/30/2022 at 9:36 PM, sheson said:

For each tree that you want LOD for, a tree LOD billboard and an optional 3D tree LOD model is required. Use TexGen to generate all required/desired tree LOD billboards.

I did this.  However I think I fixed it.  Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod

Link to comment
Share on other sites

9 hours ago, MarkAim said:

have a question I normally switch music mods in my playthrough. Since dyndolod make edits in worldspace it tends to be incompatible cause the music doesn't work. would it be any problem for me to leave personalized music under dyndolod esp?

https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation
In case new LOD generation is not needed or wanted, it is also possible to use xEdit to manually patch the new conflicting records in the DynDOLOD plugins (or whatever plugin is the last to overwrite a record that requires the forwarding) or sort the plugin to load after the DynDOLOD plugins.

Link to comment
Share on other sites

49 minutes ago, primem0ver said:

I did this.  However I think I fixed it.  Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod

We do not really know what was done or not.

If the the instructions are followed, there never should not be any LOD files in the MO2 Overwrite folder.

https://dyndolod.info/Generation-Instructions
Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
Install the contents of the output path or the *.zip archive as a mod.  It should overwrite everything.

Link to comment
Share on other sites

On 7/31/2022 at 5:36 AM, sheson said:

That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions.

Provide the required information so I can replicate the setup to see what the actual issue is and address it.

Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils

Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager.

Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason

Generates succesfully. Installed and enabled via mod manager.

And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right)  HD Tree version is very low quality

And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later)

For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result

 

So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references. Could you detail what more information is required because I'm unclear at this point

Logs

Link to comment
Share on other sites

1 hour ago, soupdragon said:

Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils

Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager.

Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason

Generates succesfully. Installed and enabled via mod manager.

And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right)  HD Tree version is very low quality

And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later)

For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result

 

So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references they're fine. Could you detail what more information is required because I'm unclear at this point

Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from.

Lookup one of the the tree base records in Logs\DynDOLOD_SSE_Tree_Report.txt, that tells you the 3D LOD model and used textures. Check the MO2 data tab where the models/textures comes from - or use xEdit Assets Browser (CTRL+F3) if they are from BSAs.

Also, textures that are only used far away do not need high resolutions that will never be used because of mipmapping. https://dyndolod.info/Help/Texture-Resolution

Link to comment
Share on other sites

On 7/31/2022 at 11:12 PM, sheson said:

Moved the post to the DynDOLOD 3 Alpha thread. Read the first post.

Upload the log and debug log when making posts as explained on the first post.

Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used.
DynDOLOD will use the 3D tree LOD models installed in the load order.

As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works.

Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models.

Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect.

"Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards.  https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod.

If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions.

If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video.

Thanks for the comprehensive answer. This will be helpful for me.

Link to comment
Share on other sites

Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2.

I'm pretty sure I've installed all the requirements. 

I'm using AE on the latest patch with SKSE etc all up to date.

Does anyone have an idea how to fix this? 

image.png

Edited by LionCerieals
Link to comment
Share on other sites

3 hours ago, LionCerieals said:

Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2.

I'm pretty sure I've installed all the requirements. 

I'm using AE on the latest patch with SKSE etc all up to date.

Does anyone have an idea how to fix this? 

image.png

Do not post screenshots of message prompts, click the "Copy message to clipboard" and paste the text as explained on the first post.

Read the first post how to always use the latest alpha version.

Since DynDOLOD 2.x does not have this message, it seems likely that the MO2 executable entry points to an old DynDOLOD 3 Alpha version and not to the folder were the latest DynDOLOD 3 Alpha or DynDOLOD 2.x is installed.

Link to comment
Share on other sites

Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
DynDOLOD.esm
Treescale.esm
HappyLittleTrees.esp
S3DPlants.esp
Veydosebrom Regions.esp
Alternate Start - Live Another Life.esp
NAT-ENB.esp
DynDOLOD.esp

 

 

Spoiler

 

########################################################################################################################
#   Ray cast enabled                                                                                                   #
#                                                                                                                      #
# Use ray casting to detect where grass shouldn't grow (inside rocks or roads).                                        #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

RayCast = True

########################################################################################################################
#   Ray cast height                                                                                                    #
#                                                                                                                      #
# The distance above grass that must be free. 200 is slightly more than player height.                                 #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

RayCastHeight = 150

########################################################################################################################
#   Ray cast depth                                                                                                     #
#                                                                                                                      #
# The distance below grass that must be free.                                                                          #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

RayCastDepth = 5

########################################################################################################################
#   Ray cast collision layers                                                                                          #
#                                                                                                                      #
# Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These  #
# are collision layer index from CK separated by space.                                                                #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

RayCastCollisionLayers = "1 2 13 20 31"

########################################################################################################################
#   Ray cast ignore forms                                                                                              #
#                                                                                                                      #
# Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as     #
# roads). The format is formid:formfile separated by ; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add       #
# RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references!                        #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

RayCastIgnoreForms = ""

########################################################################################################################
#   Super dense grass                                                                                                  #
#                                                                                                                      #
# Enable much more grass without having to change mod files.                                                           #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

SuperDenseGrass = False

########################################################################################################################
#   Super dense mode                                                                                                   #
#                                                                                                                      #
# How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable #
# SuperDenseGrass setting. 7 is normal game (meaning nothing is actually changed), 6 or less would be much less grass, #
# 8 is dense, 9 is ?, 10+ is probably crash city.                                                                      #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

SuperDenseMode = 8

########################################################################################################################
#   Profiler report                                                                                                    #
#                                                                                                                      #
# Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try     #
# disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to   #
# see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of #
# loading save because it might not be accurate otherwise.                                                             #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ProfilerReport = False

########################################################################################################################
#   Use grass cache                                                                                                    #
#                                                                                                                      #
# This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with    #
# your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs    #
# like floating grass or still grass in objects (that were changed by mods).                                           #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

UseGrassCache = True

########################################################################################################################
#   Extend grass distance                                                                                              #
#                                                                                                                      #
# Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded       #
# cells. Relevant ini settings:                                                                                        #
# SkyrimPrefs.ini [Grass] fGrassStartFadeDistance                                                                      #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ExtendGrassDistance = False

########################################################################################################################
#   Extend grass count                                                                                                 #
#                                                                                                                      #
# Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance.        #
# Otherwise it will reach a limit and just stop making grass leaving weird empty squares.                              #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ExtendGrassCount = True

########################################################################################################################
#   Ensure max grass types setting                                                                                     #
#                                                                                                                      #
# Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure     #
# your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any            #
# verification.                                                                                                        #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

EnsureMaxGrassTypesPerTextureSetting = 15

########################################################################################################################
#   Overwrite grass distance                                                                                           #
#                                                                                                                      #
# Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be     #
# taken from this configuration instead of any INI. This can be useful if you have a million things overwriting your   #
# INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game      #
# grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look   #
# right in-game. What the setting actually means is that grass will start to fade out at this distance. Actual total   #
# grass distance is this value + fade range value.                                                                     #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

OverwriteGrassDistance = 6000

########################################################################################################################
#   Overwrite grass fade range                                                                                         #
#                                                                                                                      #
# Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken     #
# from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out   #
# starting from OverwriteGrassDistance (or fGrassStartFadeDistance if you didn't use the overwrite). If you want the   #
# grass fade out to not be so sudden then increase this value. Probably recommended to keep this at least half of the  #
# other setting.                                                                                                       #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

OverwriteGrassFadeRange = 18000

########################################################################################################################
#   Overwrite min grass size                                                                                           #
#                                                                                                                      #
# Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will  #
# be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat  #
# sparse grass (good performance). Lowering the value increases density! 20 is very high density. You should probably  #
# not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the    #
# actual density of grass, think of iMinGrassSize more of as a cap for that setting.                                   #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

OverwriteMinGrassSize = -1

########################################################################################################################
#   Global grass scale                                                                                                 #
#                                                                                                                      #
# Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should  #
# be.                                                                                                                  #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

GlobalGrassScale = 1

########################################################################################################################
#   Only load from cache                                                                                               #
#                                                                                                                      #
# This will change how grass works. It means grass can only ever be loaded from files and not generated during play.   #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

OnlyLoadFromCache = True

########################################################################################################################
#   Skip pregenerate world spaces                                                                                      #
#                                                                                                                      #
# When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we     #
# know the worldspace will not need grass at all.                                                                      #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

SkipPregenerateWorldSpaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace"

########################################################################################################################
#   Only pregenerate world spaces                                                                                      #
#                                                                                                                      #
# If this is not empty then skip every worldspace that isn't in this list.                                             #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

OnlyPregenerateWorldSpaces = "Tamriel"

########################################################################################################################
#   DynDOLOD Grass Mode                                                                                                #
#                                                                                                                      #
# Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values:                                              #
# 0 = Disabled                                                                                                         #
# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass                    #
# 2 = Display grass only in active cells and large ref loaded cells (without fade) and let DynDOLOD handle grass       #
# outside of large ref cells                                                                                           #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

DynDOLODGrassMode = 1

 

 

Link to comment
Share on other sites

8 hours ago, hekie12sdc said:

Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

  Reveal hidden contents

 

 

  Reveal hidden contents

 

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.