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Posted
3 hours ago, SiSaSyco said:

Hey Sheson! Thank you so much for your suggestion to set "PassThru SphereNormals"! I could get my settings quite perfect now!

It can be summarised as follows

-------------------------------------------------------------------------------------------------------------
TexGen / DynDOLOD Complex Grass
-------------------------------------------------------------------------------------------------------------

Wildlands Renewal
ENB Preset Silent Horizon 2 Universal Core
EVLAS


Change the name of the NiTriShapes to "PassThru SphereNormals" in DynDOLOD_flat_4x2alt2_lod.nif in DynDOLOD\Edit Scripts\DynDOLOD


Use following settings in TexGen

GrassHDBillboardsDirect=45
GrassHDBillboardsAmbient=95


Use following settings in DynDOLOD_SSE.ini

ComplexGrassBillboard=5
ComplexGrassBrightnessTopR=0.5
ComplexGrassBrightnessTopG=0.5
ComplexGrassBrightnessTopB=0.5
ComplexGrassBrightnessBottomR=0.5
ComplexGrassBrightnessBottomG=0.5
ComplexGrassBrightnessBottomB=0.5
GrassBacklightMask=25 (Not sure if this is crucial)

morning.thumb.jpg.e9f38855eb010c8c23090dcf1ca76944.jpgnoon.thumb.jpg.cb535bb9b1b96d7132ad61cccd4cdde4.jpgafternoon.thumb.jpg.8ad6017759c4098dc597e9acfd149e4c.jpg

Thanks for the info.

2 hours ago, sheson said:

That are great results. Thanks for letting us know.

I am planning to have a look at using "SphereNormals" in the shape name of the DynDOLOD NIFs, but I will first ask if my efforts will be redundant if you plan on adding logic to do this when CG is detected (or when ComplexGrassBillboard is changed from default). I never imagined these keywords worked for grass, but it seems obvious now that I know.

Alternatively, let me know if you want more data and any testing relating to this and the specifics of that testing. I have found that ShereNormals KW is a solution for EVT trees where the normal faces at the top are more horizontal than vertical as they are in the lower branches. Radial normal faces seem to solve several issues in LOD foliage, it seems.

 

Posted
11 hours ago, z929669 said:

Thanks for the info.

I am planning to have a look at using "SphereNormals" in the shape name of the DynDOLOD NIFs, but I will first ask if my efforts will be redundant if you plan on adding logic to do this when CG is detected (or when ComplexGrassBillboard is changed from default). I never imagined these keywords worked for grass, but it seems obvious now that I know.

Alternatively, let me know if you want more data and any testing relating to this and the specifics of that testing. I have found that ShereNormals KW is a solution for EVT trees where the normal faces at the top are more horizontal than vertical as they are in the lower branches. Radial normal faces seem to solve several issues in LOD foliage, it seems.

The vanilla complex grass with the default ENB settings for complex grass and every other effect disabled still matches fine at noon with the default billboard NIF 4, perpendicular normals and settings. Though I might change the default to billboard NIF 5 (still perpendicular normals) and use a bit of backlighting and reduce the brightness multipliers a bit for slightly close matching at dusk/dawn depending on view direction. The hole thing of complex grass with a normal map texture was that it - unlike the vanilla grass - that the LOD billboards required 4 planes with perpendicular normals to match what ENB does.

The first question to answer would be what ENB settings or mods change that.

  • Like 1
Posted (edited)

Hey! I've to admit, the look of distand grass lod in contrast to the near grass is still dependent on the current weather and time of day. With some of the weathers the grass looks really good. Others not perfect. It seems that you can not make it fit to all weathers and time of day. It is always some compromise to get it looking good in most situations but not all.

Important! I have gained new insights. It turned out that EVLAS had been interfering after all. I had to switch off EVLAS, so there are no more problems with different lighting of LOD Grass in the distance.

Edited by SiSaSyco
New findings
Posted

YyWkgm.pngYyW63i.png

 

Generated texgen and lod for new load order with JK's Raven Rock and this walll is disappearing and what portion has no lod. Is this is occlusion thing and can I do anything about it?

Posted
3 hours ago, Mooserton said:

YyWkgm.pngYyW63i.png

Generated texgen and lod for new load order with JK's Raven Rock and this walll is disappearing and what portion has no lod. Is this is occlusion thing and can I do anything about it?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
"This wall" does not tell us anything.

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

If a mod ships with new full models that should have LOD, it either requires new LOD models as well or rules that utilize the full models for LOD.

As https://dyndolod.info/Help/Occlusion-Data explains, LOD occlusion disables LOD in the distance.
Placed occlusion planes/boxes typically make close up full models dissapear. https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

Posted

Hi
I had an issue where all the dyndolls disappeared in the game after running dyndolod. I tried setting Level32=1 to fix it by following the guide, but dyndolod generation is running for over 10 hours. It didn't stop. Because I just finished the falskaar world.
This didn't happen when I used the previous version. What did I miss?
I don't use seasons.

https://mega.nz/file/qV5C3DKK#xhLNIL-aE4WvZXTsWS68nVcPeD3ysbw7t0jU09HiG8U

This is a debuglog, but it is too large, so I am uploading it here.

Posted
2 hours ago, aazz said:

Hi
I had an issue where all the dyndolls disappeared in the game after running dyndolod. I tried setting Level32=1 to fix it by following the guide, but dyndolod generation is running for over 10 hours. It didn't stop. Because I just finished the falskaar world.
This didn't happen when I used the previous version. What did I miss?
I don't use seasons.

https://mega.nz/file/qV5C3DKK#xhLNIL-aE4WvZXTsWS68nVcPeD3ysbw7t0jU09HiG8U

This is a debuglog, but it is too large, so I am uploading it here.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload DynDOLOD_SSE_ModelsUsed_Falskaar.txt, DynDOLOD_SSE_Object_Report.txt and LODGen_SSE_Falskaar_log.txt from the logs folder.
Upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Falskaar.txt

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

Might be related to grass LOD. What is the total file size of the grass cache files for Falskaar?

Posted (edited)
2 hours ago, sheson said:

번째 게시물을 읽고/또는 https://dyndolod.info/Official- DynDOLOD -Support-Forum#Post-Logs  DynDOLOD 로그를 게시할 때 업로드합니다. 또한 로그 폴더에서 DynDOLOD_SSE_ModelsUsed_Falskaar.txt, DynDOLOD_SSE_Object_Report.txt 및 LODGen_SSE_Falskaar_log.txt를 업로드합니다. .. \ DynDOLOD \Edit Scripts \ Export\LODGen_SSE_Export_Falskaar.txt 를 업로드합니다.
 

https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size 참조하세요  .

Grass LOD 와 관련이 있을 수 있습니다. Falskaar의 Grass 캐시 파일의 총 파일 크기는 얼마입니까 ?

I tried running it again about 3 times and it worked properly after about 2 hours on the 3rd time. The cause is... I don't know.
The size of Falskaar's grass cache files is 160m
I checked it in the game and the lod looks great. Thank you for your help.

It ran fine, but if you need it I can upload falskaar's log.

Edited by aazz
Posted

Greetings, ive a an error and no idea how to fix it. "Error; Item not found while processing Skyrim.esm [REF:0003AB7A](Places RoadStraight02 [STAT:0001C435] in BattleBornFarmExterior[CELL:000095F8] /Tamtriel "Himmelsrand" [WRLD:0000003CF] at 8,-2))

Posted
3 hours ago, LuLovesU said:

Greetings, ive a an error and no idea how to fix it. "Error; Item not found while processing Skyrim.esm [REF:0003AB7A](Places RoadStraight02 [STAT:0001C435] in BattleBornFarmExterior[CELL:000095F8] /Tamtriel "Himmelsrand" [WRLD:0000003CF] at 8,-2))

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, which should open the page https://dyndolod.info/Messages/Exceptions. Scroll down to Item not found:
Always use the latest version of DynDOLOD/TexGen as explained above.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Posted

Hey guys havent seen anybody mention this one. When activating Bake normal-maps option there is also an option next to it called Bake specular which defaults to off. Do I need to enable it or leave it off? Also how much fps does grass options cost? I mainly want to play around 90 fps and dont want grass LOD if its gonna eat 20 or more fps.

Also when I start DynDOLOD i get these 3 plus bunch of Warning : Textures do not match

<Warning: Large references found in non master plugin Majestic Mountains - Creation Club Landscape Patch.esp Tamriel "Skyrim" [WRLD:0000003C]>
<Warning: Large references found in non master plugin CoMAP - Shrines and Altars.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>
<Warning: Large references found in non master plugin Embers XD.esp DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8]>

And my world map displays water very sharply and incorecctly on some places

  • primem0ver changed the title to A suggestion (about Unresolved Form IDs)
Posted

I stumbled across an issue with my TexGen preview of a particular complex grass. This is the only grass preview that seems to 'squeeze' the normal into the rendering.

The source texture dimensions are identical between the following two similar grasses. The NIFs are very similar as well, and so are the plugin records. The TexGen billboard text files are likewise similar, so I am perplexed as to why this is happening. It translates into the billboards and the final texture atlas. Please advise.

lupinpu (good) lupinpu_0000084d.txt

image.png

lupinb (bad) lupinb_0000084c.txt

image.png

image.png

TexGen_SSE_Debug_log.7z

Note that I reran TexGen using [Rebuild Atlas] for this session in order to test some different TexGen settings, and I noticed the issue when I was comparing the results of the new DynDOLOD_Tamriel.dds against the original.

They both had this issue, and I assumed they were snow grasses that had a bad alpha or diffuse background and was surprised to discover this was the lupinb with the squished normal.

Posted

The FPS cost of LOD is specific to the DynDOLOD settings used, the hardware, and the drivers. There's no way to presume the cost of grass LOD in your situation. Your best bet is to generate only grass LOD and compare the FPS hit without grass LOD.

The textures mismatch warnings report facts about LOD models using different textures than the corresponding full models. Sometimes this matters, and sometimes it doesn't.

The warnings you posted are just reporting large references in case you notice issues with blinking/z-fighting of these objects in the game. These three particular warnings can be ignored.

Keep in mind that these are not errors. They are just warnings to help troubleshoot LOD issues found in the game (they are often benign).

Your map water issues sound like you generated terrain LOD with too high Quality values (higher numbers = lower quality). Use the mouse to hover over settings for tooltips.

Without logs, it's all guesswork.

Posted
On 3/17/2025 at 1:35 PM, brajkss said:

Hey guys havent seen anybody mention this one. When activating Bake normal-maps option there is also an option next to it called Bake specular which defaults to off. Do I need to enable it or leave it off? Also how much fps does grass options cost? I mainly want to play around 90 fps and dont want grass LOD if its gonna eat 20 or more fps.

Also when I start DynDOLOD i get these 3 plus bunch of Warning : Textures do not match

<Warning: Large references found in non master plugin Majestic Mountains - Creation Club Landscape Patch.esp Tamriel "Skyrim" [WRLD:0000003C]>
<Warning: Large references found in non master plugin CoMAP - Shrines and Altars.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>
<Warning: Large references found in non master plugin Embers XD.esp DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8]>

And my world map displays water very sharply and incorecctly on some places

Regarding xLODGen, at the moment there is no difference in the result if baking speculars for terrain LOD in Skyrim. It would require a custom shader to utilize it. Someone made that for FNV.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin
Large reference data defined in non master flagged plugins (ESM) is not used by the game.
This is most likely an unintentional wild edit.
The data can be removed from the worldspace record with xEdit. Uncheck Hide "never shown" in the xEdit Options, General tab in order to have the Large References data shown.
The data unnecessarily uses file space and might increase game loading times and/or processing times in xEdit.
If large reference data lists references in other plugins that are also not overwritten by the current plugin, then the data may have accidently been copied from another plugin when the worldspace space record was copied as overwrite.

See https://dyndolod.info/Help/Grass-LOD#Performance
The actual performance impact depends on the load order, hardware, settings etc. The only way to find out is to test.

See https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

Posted
2 hours ago, z929669 said:

I stumbled across an issue with my TexGen preview of a particular complex grass. This is the only grass preview that seems to 'squeeze' the normal into the rendering.

The source texture dimensions are identical between the following two similar grasses. The NIFs are very similar as well, and so are the plugin records. The TexGen billboard text files are likewise similar, so I am perplexed as to why this is happening. It translates into the billboards and the final texture atlas. Please advise.

lupinpu (good) lupinpu_0000084d.txt

image.png

lupinb (bad) lupinb_0000084c.txt

image.png

image.png

TexGen_SSE_Debug_log.7z 185.22 kB · 1 download

Note that I reran TexGen using [Rebuild Atlas] for this session in order to test some different TexGen settings, and I noticed the issue when I was comparing the results of the new DynDOLOD_Tamriel.dds against the original.

They both had this issue, and I assumed they were snow grasses that had a bad alpha or diffuse background and was surprised to discover this was the lupinb with the squished normal.

The two grasses use different full textures. The mod the complex grass texture comes from was not mentioned. I assume it is Cathedral landscapes Complex Grass for ENB.

The reason it is not detected is because the lower left corner is not a plain normal vector 0.0, 0.0, 1.0. However that requirement by TexGen is wrong. It just needs to be a valid normal vector. Will be fixed next version.

In the meantime you can just paint the corner R=127, G=127, B=255.

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