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Posted (edited)

Hello, could anyone help me with this particular issue? Basically, the aspen LODs are too dark, and I've maxed out what is possible via DynDOLOD_SSE.ini (I changed CrownBrightness to 1, then 1.5, and FlatLODVertexColor to 1.0, and FlatLODWithNormalMapVertexColor to 1.0 as well).

mTRRNpw.png

As you can see here, the Aspen LODs are too dark compared to their actual models; it was even worse before changing the CrownBrightness (not sure if FlatLOD settings did anything as these aren't billboards, just the Level 0 / 1 / 2 settings for the aspens. The issue is that, as the documentation says, CrownBrightness maxes out at a certain point, so it's stopped helping at around 1.5 and it still isn't at the correct brightness level yet. I've tried using billboards instead, but they result in terrible flat shadows on the distant trees, so it's not really something I'd want to use.

Another issue is with the pine trees. Perhaps not as noticeable in this image, sorry about that, but if you look to the pine trees in the distances they're too light and don't match the green shade of the closeup pine trees.

Anyways, I thought I'd just post here and see if anyone knew how to mitigate these issues if possible, thanks!! I've included the logs in a zipped file as well if they might help.

https://www.mediafire.com/file/sz7nn9qzc91oh81/Logs.rar/file

Oh, and here's a picture of my DynDOLOD tree mesh rules:

0Dty9t9.png

Edited by Dayraven
Just adding an additional photo to help troubleshooting.
Posted
1 hour ago, Dayraven said:

Hello, could anyone help me with this particular issue? Basically, the aspen LODs are too dark, and I've maxed out what is possible via DynDOLOD_SSE.ini (I changed CrownBrightness to 1, then 1.5, and FlatLODVertexColor to 1.0, and FlatLODWithNormalMapVertexColor to 1.0 as well).

mTRRNpw.png

As you can see here, the Aspen LODs are too dark compared to their actual models; it was even worse before changing the CrownBrightness (not sure if FlatLOD settings did anything as these aren't billboards, just the Level 0 / 1 / 2 settings for the aspens. The issue is that, as the documentation says, CrownBrightness maxes out at a certain point, so it's stopped helping at around 1.5 and it still isn't at the correct brightness level yet. I've tried using billboards instead, but they result in terrible flat shadows on the distant trees, so it's not really something I'd want to use.

Another issue is with the pine trees. Perhaps not as noticeable in this image, sorry about that, but if you look to the pine trees in the distances they're too light and don't match the green shade of the closeup pine trees.

Anyways, I thought I'd just post here and see if anyone knew how to mitigate these issues if possible, thanks!! I've included the logs in a zipped file as well if they might help.

https://www.mediafire.com/file/sz7nn9qzc91oh81/Logs.rar/file

Oh, and here's a picture of my DynDOLOD tree mesh rules:

0Dty9t9.png

Provide a useful screenshot of one of the aspen tree full models with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Provide the name/link of the used tree/3D tree LOD mod.

Posted
13 minutes ago, sheson said:

Provide a useful screenshot of one of the aspen tree full models with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Provide the name/link of the used tree/3D tree LOD mod.

Thanks for your response, the mods in use are Aspens Ablaze + Aspens Ablaze Add-On for DynDOLOD 3.

Here are some screenshots. Full model tree:

SUYWN0A.png

LOD tree (getting closer to it in tfc did seem to make it appear brighter than it was in the distance, probably a quirk of the free camera loading it in to some extent):

PDpnlVk.png

Posted
37 minutes ago, Dayraven said:

Thanks for your response, the mods in use are Aspens Ablaze + Aspens Ablaze Add-On for DynDOLOD 3.

Here are some screenshots. Full model tree:

SUYWN0A.png

LOD tree (getting closer to it in tfc did seem to make it appear brighter than it was in the distance, probably a quirk of the free camera loading it in to some extent):

PDpnlVk.png

The screenshot shows the full model information for a TreePineForest04.nif. Make sure you selected the desired aspen full model when making the screenshot. Upload a screenshot showing the full model information of an aspen tree.

You seem to have changed mesh mask rules. Do not check the TREE flag for any other mesh mask than the "tree" mesh mask rule. The first rule to have that flag is applied to all trees regardless of the mesh mask.

According to the logs, the LOD for the trees is using Billboard4, Billboard4, Billboard1.

Posted
3 minutes ago, sheson said:

The screenshot shows the full model information for a TreePineForest04.nif. Make sure you selected the desired aspen full model when making the screenshot. Upload a screenshot showing the full model information of an aspen tree.

You seem to have changed mesh mask rules. Do not check the TREE flag for any other mesh mask than the "tree" mesh mask rule. The first rule to have that flag is applied to all trees regardless of the mesh mask.

According to the logs, the LOD for the trees is using Billboard4, Billboard4, Billboard1.

Ohhh my bad, the settings are otherwise the same but in my latest generation I used billboard settings to test them out (it didn't go well though). That's why the logs are contradicting the images here; I actually used Level 0 / Level 1 / Level 2 for all the screenshot images. And sorry about the screenshot, here is another one with the actual aspen information. I can also regenerate the LOD to get the proper logs if you would like.

ufSPcIN.png

Posted
15 minutes ago, Dayraven said:

Ohhh my bad, the settings are otherwise the same but in my latest generation I used billboard settings to test them out (it didn't go well though). That's why the logs are contradicting the images here; I actually used Level 0 / Level 1 / Level 2 for all the screenshot images. And sorry about the screenshot, here is another one with the actual aspen information. I can also regenerate the LOD to get the proper logs if you would like.

ufSPcIN.png

To be able to troubleshoot, we need the logs from the generation shown in the screenshots. You most likely do not have them anymore, so I suggest to restore all settings, INIs  to default and then generate ultra tree LOD with the DynDOLOD test version from this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-190/page/697/#findComment-286381.

Then check results and in case of issues upload the log folder with the new logs.

No need to rerun TexGen.

 

Posted
53 minutes ago, sheson said:

To be able to troubleshoot, we need the logs from the generation shown in the screenshots. You most likely do not have them anymore, so I suggest to restore all settings, INIs  to default and then generate ultra tree LOD with the DynDOLOD test version from this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-190/page/697/#findComment-286381.

Then check results and in case of issues upload the log folder with the new logs.

No need to rerun TexGen.

 

I have rerun the LOD, here are the new logs:

https://www.mediafire.com/file/xk55szp1e0c4dax/Logs2.rar/file

And some screenshots presenting the current state:

RlUUVlc.png

5u0c5w2.png

Posted

Hello,

Could you please take a look at the image I’ve attached and tell me whether the distant whiteness is related to LOD? Even after I increase the shadow distance in *SkyrimPrefs.ini*, the far-off terrain still looks washed out. It only appears normal once my character moves close enough for the proper shadows to load. I also wondered if EVLaS might be responsible, but it doesn’t seem to be.

https://ibb.co/zHHBRbf4

Please note that I am communicating with you through a translator.

Many thanks for your help!

Posted
1 hour ago, Dayraven said:

I have rerun the LOD, here are the new logs:

https://www.mediafire.com/file/xk55szp1e0c4dax/Logs2.rar/file

And some screenshots presenting the current state:

RlUUVlc.png

5u0c5w2.png

The 3D tree LOD model defines different textures for the leaves/crown than the full model. That should be corrected.

From the DynDOLOD_SSE_Object_Report.txt for this tree:

TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [Original CRC32:4375A7E1] [Patched CRC32:42825682] using textures\landscape\trees\treeaspenbarkcomp.dds, textures\landscape\trees\treeaspenbarkcomp_n.dds, textures\mx\birch03_c.dds, textures\mx\birch03_n.dds

Level0: meshes\dyndolod\lod\trees\treeaspen01_4375a7e1passthru_lod.nif [CRC32:8BA32AED] using textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1_n.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2_n.dds, textures\mx\autumnal.dds, textures\mx\aspenbranch_n.dds

The 3D tree LOD model should define textures\mx\birch03_c.dds and textures\mx\birch03_n.dds instead.

Posted
3 hours ago, poiii said:

Hello,

Could you please take a look at the image I’ve attached and tell me whether the distant whiteness is related to LOD? Even after I increase the shadow distance in *SkyrimPrefs.ini*, the far-off terrain still looks washed out. It only appears normal once my character moves close enough for the proper shadows to load. I also wondered if EVLaS might be responsible, but it doesn’t seem to be.

https://ibb.co/zHHBRbf4

Please note that I am communicating with you through a translator.

Many thanks for your help!

Effects/shaders like shadows or lighting are not related to LOD. In the context of DynDOLOD, LOD generally relates to meshes and textures shown in the distances past the active cells.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/How-LOD-Works

Posted
4 hours ago, poiii said:

Hello,

Could you please take a look at the image I’ve attached and tell me whether the distant whiteness is related to LOD? Even after I increase the shadow distance in *SkyrimPrefs.ini*, the far-off terrain still looks washed out. It only appears normal once my character moves close enough for the proper shadows to load. I also wondered if EVLaS might be responsible, but it doesn’t seem to be.

https://ibb.co/zHHBRbf4

Please note that I am communicating with you through a translator.

Many thanks for your help!

 

4 hours ago, sheson said:

The 3D tree LOD model defines different textures for the leaves/crown than the full model. That should be corrected.

From the DynDOLOD_SSE_Object_Report.txt for this tree:

TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [Original CRC32:4375A7E1] [Patched CRC32:42825682] using textures\landscape\trees\treeaspenbarkcomp.dds, textures\landscape\trees\treeaspenbarkcomp_n.dds, textures\mx\birch03_c.dds, textures\mx\birch03_n.dds

Level0: meshes\dyndolod\lod\trees\treeaspen01_4375a7e1passthru_lod.nif [CRC32:8BA32AED] using textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1_n.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2_n.dds, textures\mx\autumnal.dds, textures\mx\aspenbranch_n.dds

The 3D tree LOD model should define textures\mx\birch03_c.dds and textures\mx\birch03_n.dds instead.

So I think this means that you are choosing "Autumnal Variety" in the Add-on, and "Autumnal" in the main mod. Choose the same type for both.

Posted
38 minutes ago, z929669 said:

So I think this means that you are choosing "Autumnal Variety" in the Add-on, and "Autumnal" in the main mod. Choose the same type for both.

Since the LOD model has the CRC32 of the full model, it means the textures in the LOD model need to be updated.

Posted
9 hours ago, sheson said:

Since the LOD model has the CRC32 of the full model, it means the textures in the LOD model need to be updated.

I actually just finished checking treeaspen01 LOD and full models. The AA add-on mod is the 'Performance' version with optimized crowns that combine the three shapes of the full model crowns. It also uses a smaller 256px branch texture than the full model's 4096px using a unique path name and custom mipmaps. In fact, all of the 'Performance' aspen LOD models (not just treeaspen01 LOD) use this smaller branch texture. The textures match, as can be seen in the following screens comparing freshly-generated LOD patches for the 'Performance' vs 'Quality' versions of the AA add-on (Autumnal). While the mipmaps of the Performance version may need another look, the color tones match (the LOD are a bit darker for both). Remember that the Quality version has LOD models using the exact crowns and texture paths as the full models, since they are direct copies of the crowns/textures and not optimized versions.

AA Performance Add-On (256) AA Performance Add-On (256) AA Performance Add-On AA Performance Add-On (NiAP67) AA Performance Add-On AA Performance Add-On (512) AA Performance Add-On AA Performance Add-On (1024) AA Performance Add-On AA Performance Add-On (2048) AA Quality Add-On AA Quality Add-On

Performance logs

Quality logs

Q-P branch textures

@Dayraven


PS: The textures\mx\autumnal.dds texture has no mipmaps, because we leave it to DynDOLOD to create them during processing. This texture is only used by aspen LOD branches. The LOD branches are a bit too thin though, so either the 256px texture is too small to begin with, or NiAlphaProperty for branches needs to be lower in the LOD models (128 now just like the full models).

PSS: Changing NiAlphaProperty of the LOD model branches from 128 to 67 had no impact (see middle screenshot).

PSSS: Changing the texture resolution to 512px and 1024px makes a significant difference, so the starting size of 256px is definitely too small for my resolution (2160p). I assume it's because mipmap 0 at 256px is not high enough. NOTE: All variants of textures\mx\autumnal.dds here and in the Add-on were created from corresponding mipmaps of the original extures\mx\birch03_n.dds and saved as BC7 without mipmaps.

PSSSS: Finally, changing the resolution to 2048px yields slightly fuller LOD trees at this game distance (It's mid-distance LOD4). I presume that I will see no benefit at 4096px with my 2160p configuration, since this is the recommended texture clamp size at 4K. 

One additional consideration I hadn't considered until now is that I do set CrownBrightness=0.8 in my DynDOLOD_SSE.ini for better matching of EVT LODs, but that was for my old monitor and GFX card. I'm currently generating two additional compares of Performance and Quality at the default CrownBrightness=1 so that we can determine if there's really any issue that needs to be addressed.

... using default crownbrightness=1

LOD Reference LOD Reference AA-Performance (2048) AA-Performance (2048) AA-Quality AA-Quality

The Quality version seems like a very close match. The Performance version is a bit darker but also quite close. I attribute the difference to the fact that the optimized LOD models have slightly different geometry and fewer triangles rather than a texture difference.

textures

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