Recently I presented a method in which I have used the DynDOLOD Glow LOD to create lights which extend across the whole map. LLF Infinite Lights Distance
I am currently working to smoothly blend these lights in and out, however I am unsure how DynDOLOD is enabling these in the distance and fading them out when close. I would appreciate clarification over what nif properties or whatever else, is controlling this.
Further to this, DynDOLOD may need to be expanded in the future to better support these lights. These lights ideally need to be active for all static lights so an option to enable this may be worth being made clear in the inis or the advanced menu itself. Currently, I am using the bounds of the geometry for the radius and position, and using the emittance, with optional culling of the original mesh which can boost performance. On my side, there is no performance impact from having any number of lights so it is totally fine have as many lod lights as we want.
Question
doodlum
Recently I presented a method in which I have used the DynDOLOD Glow LOD to create lights which extend across the whole map. LLF Infinite Lights Distance
I am currently working to smoothly blend these lights in and out, however I am unsure how DynDOLOD is enabling these in the distance and fading them out when close. I would appreciate clarification over what nif properties or whatever else, is controlling this.
Further to this, DynDOLOD may need to be expanded in the future to better support these lights. These lights ideally need to be active for all static lights so an option to enable this may be worth being made clear in the inis or the advanced menu itself. Currently, I am using the bounds of the geometry for the radius and position, and using the emittance, with optional culling of the original mesh which can boost performance. On my side, there is no performance impact from having any number of lights so it is totally fine have as many lod lights as we want.
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