bob124 Posted January 31, 2022 Posted January 31, 2022 Hello, I am using the latest alpha 65 version of Texgen/Dyndolod and am having trouble getting the grass LODs to match the color/brightness of my loaded grass. Please see the screenshot below to see the issue, I've read several posts in this thread about using the direct/ambient settings in Texgen and brightness multipliers in Dyndolod_SSE.ini but honestly I'm not smart enough to understand what those settings do (I don't know anything about texturing and the like) and can't get any closer to where I need even after multiple tweaks and attempts. Here are my most recent settings that generated the LODs in the screenshot, can anyone explain in simplified terms what these settings do and if possible how I can get the LODs to match the loaded grass? If it helps I'm using NAT 3.0 ENB and Folkvangr grass. I appreciate any help you can provide. https://imgur.com/a/ZYX5Mqp Texgen settings: Ambient 160, Direct 13 Brightness multipliers: GrassBrightnessTopR=0.300 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.300 GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225
sheson Posted January 31, 2022 Author Posted January 31, 2022 On 1/31/2022 at 3:13 PM, bob124 said: Hello, I am using the latest alpha 65 version of Texgen/Dyndolod and am having trouble getting the grass LODs to match the color/brightness of my loaded grass. Please see the screenshot below to see the issue, I've read several posts in this thread about using the direct/ambient settings in Texgen and brightness multipliers in Dyndolod_SSE.ini but honestly I'm not smart enough to understand what those settings do (I don't know anything about texturing and the like) and can't get any closer to where I need even after multiple tweaks and attempts. Here are my most recent settings that generated the LODs in the screenshot, can anyone explain in simplified terms what these settings do and if possible how I can get the LODs to match the loaded grass? If it helps I'm using NAT 3.0 ENB and Folkvangr grass. I appreciate any help you can provide. https://imgur.com/a/ZYX5Mqp Texgen settings: Ambient 160, Direct 13 Brightness multipliers: GrassBrightnessTopR=0.300 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.300 GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225 Expand https://en.wikipedia.org/wiki/Additive_color R = red G = green B = blue Images/textures use values between 0.0 and 1.0 for each color channel. 0 means no intensity and 1 means full intensity. All channel = 0 is black, all channel 1 is white. Simplified, the brightness multiplier values are multiplied with the RGB values of the texture. GrassBrightnessTopR=0.5 means the red color channel of the texture is multiplied by 0.5, so the intensity of the red color channel is now half. If the grass seems too bright, set lower multipliers. If the grass seems to have a red tinge for example, set the R multiplier lower than the GB multipliers to "remove" more red. And/Or disable/adjust ENB image based lighting.
bob124 Posted January 31, 2022 Posted January 31, 2022 On 1/31/2022 at 3:44 PM, sheson said: https://en.wikipedia.org/wiki/Additive_color R = red G = green B = blue Images/textures use values between 0.0 and 1.0 for each color channel. 0 means no intensity and 1 means full intensity. All channel = 0 is black, all channel 1 is white. Simplified, the brightness multiplier values are multiplied with the RGB values of the texture. GrassBrightnessTopR=0.5 means the red color channel of the texture is multiplied by 0.5, so the intensity of the red color channel is now half. If the grass seems too bright, set lower multipliers. If the grass seems to have a red tinge for example, set the R multiplier lower than the GB multipliers to "remove" more red. And/Or disable/adjust ENB image based lighting. Expand Thank you, this is helpful. I'll give it a shot!
Admiral30 Posted February 1, 2022 Posted February 1, 2022 (edited) Title says it all. Tree LOD is noticeably more yellow than normal trees. Generated using Dyndolod 3.0 with 3.0 Resources. Screenshot I'm using Happy Little Trees. 3D Trees seems to create no issues, but I wanted to switch. TexGen output textures look fine when viewed outside of the game, which implies issue is on Dyndolod's side. Ofc I can provide all info you need. Edited February 1, 2022 by Admiral30
sheson Posted February 1, 2022 Author Posted February 1, 2022 On 2/1/2022 at 12:01 AM, Admiral30 said: Title says it all. Tree LOD is noticeably more yellow than normal trees. Generated using Dyndolod 3.0 with 3.0 Resources. Screenshot I'm using Happy Little Trees. 3D Trees seems to create no issues, but I wanted to switch. TexGen output textures look fine when viewed outside of the game, which implies issue is on Dyndolod's side. Ofc I can provide all info you need. Expand See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. DynDOLOD does not change the color of texture when they are added to the texture atlas. E.g. the billboard texture on the atlas texture should look exactly the same unless you told DynDOLOD to change its brightness. Changing brightness should not change color tone. Standard tree LOD uses a limited shader that does not react well to lighting. Weather mods and ENB can dramatically change appearance of tree LOD. Use ultra tree LOD either with Billboard4 (requires HD billboards) for best results or with the 3D tree LODs.
Admiral30 Posted February 1, 2022 Posted February 1, 2022 On 2/1/2022 at 7:22 AM, sheson said: See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. DynDOLOD does not change the color of texture when they are added to the texture atlas. E.g. the billboard texture on the atlas texture should look exactly the same unless you told DynDOLOD to change its brightness. Changing brightness should not change color tone. Standard tree LOD uses a limited shader that does not react well to lighting. Weather mods and ENB can dramatically change appearance of tree LOD. Use ultra tree LOD either with Billboard4 (requires HD billboards) for best results or with the 3D tree LODs. Expand May I ask what is Billboard4? Tutorial says to use TexGen and then Dyndolod because 3.0 no longer requires billboards.
sheson Posted February 1, 2022 Author Posted February 1, 2022 On 2/1/2022 at 11:27 AM, Admiral30 said: May I ask what is Billboard4? Tutorial says to use TexGen and then Dyndolod because 3.0 no longer requires billboards. Expand From https://dyndolod.info/Help/Ultra-Tree-LOD While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available.
Admiral30 Posted February 1, 2022 Posted February 1, 2022 (edited) On 2/1/2022 at 12:09 PM, sheson said: From https://dyndolod.info/Help/Ultra-Tree-LOD While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available. Expand I have changed the settings to optimal settings mentioned on HLT Dyndolod 3.0 addon (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)). LOD quality is way better, no more yellow trees, but ofc life is not so easy. Now there is very aggressive z-fighting during LOD transition + z-fighting on all LOD trees. https://streamable.com/8yy2zn https://streamable.com/pj4cmw Edited February 1, 2022 by Admiral30
sheson Posted February 1, 2022 Author Posted February 1, 2022 On 2/1/2022 at 2:41 PM, Admiral30 said: I have changed the settings to optimal settings mentioned on HLT Dyndolod 3.0 addon (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)). LOD quality is way better, no more yellow trees, but ofc life is not so easy. Now there is very aggressive z-fighting during LOD transition + z-fighting on all LOD trees. https://streamable.com/8yy2zn https://streamable.com/pj4cmw Expand DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). https://stepmodifications.org/forum/search/?&q="brief time"&type=forums_topic&nodes=223
Admiral30 Posted February 1, 2022 Posted February 1, 2022 On 2/1/2022 at 4:23 PM, sheson said: DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). https://stepmodifications.org/forum/search/?&q="brief time"&type=forums_topic&nodes=223 Expand Ok, I have regenerated dyndolod with the same textures, but with lower quality options ("performance" instead of "optimal"). Weird transitions gone, z-fighting gone, I have also noticed low quality trees within player's range, this is also now gone. No idea why, but it works. So far all problems solved, thanks for mentioning that I had to regenerate lod with higher quality to fix the yellow trees issue.
sheson Posted February 1, 2022 Author Posted February 1, 2022 On 2/1/2022 at 4:41 PM, Admiral30 said: Ok, I have regenerated dyndolod with the same textures, but with lower quality options ("performance" instead of "optimal"). Weird transitions gone, z-fighting gone, I have also noticed low quality trees within player's range, this is also now gone. No idea why, but it works. So far all problems solved, thanks for mentioning that I had to regenerate lod with higher quality to fix the yellow trees issue. Expand Since Billboards do not occupy the same 3D space as the full models, there is no brief flickering (typically it is because shadows on full model and no shadows on LOD) when they both show at the same time
1erCru Posted February 2, 2022 Posted February 2, 2022 Feel like I should know this .. How does one get grass to render in what looks like the farthest section before the horizon line. I use NGIO grass mode 2. The grass renders quite a ways but the last section of what it viewable just looks like it has some clumps of grass. its so far away it doesnt matter really but was wondering if maybe I have missed something. Maybe I missed something in the INi files ?
sheson Posted February 2, 2022 Author Posted February 2, 2022 On 2/2/2022 at 5:13 AM, 1erCru said: Feel like I should know this .. How does one get grass to render in what looks like the farthest section before the horizon line. I use NGIO grass mode 2. The grass renders quite a ways but the last section of what it viewable just looks like it has some clumps of grass. its so far away it doesnt matter really but was wondering if maybe I have missed something. Maybe I missed something in the INi files ? Expand https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. You can use the https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to change object LOD distances. If grass LOD seems to be missing for certain types of grasses, they probably do not have billboards generated. See the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
duffB Posted February 2, 2022 Posted February 2, 2022 (edited) Hi Sheson, first of all thanks for your hard work. I have been using dyndolod with ngio quite a while and cant imagine running skyrim without. I wanted to generate new textures with Texgen for Alpha 65 but i keep getting an error for a missing file. when generating temp files im getting this error: Error: File not found textures\dlc01\landscape\icelakesurface.dds. I have checked mo2 data folder structure and the file is not provided by resources archive I am using the latest resource alpha 19. I have disabled my virus protection just to make sure nothing is getting blocked but getting the same error. Thanks in advance for your help! Edited February 2, 2022 by duffB
sheson Posted February 2, 2022 Author Posted February 2, 2022 On 2/2/2022 at 10:19 AM, duffB said: Hi Sheson, first of all thanks for your hard work. I have been using dyndolod with ngio quite a while and cant imagine running skyrim without. I wanted to generate new textures with Texgen for Alpha 65 but i keep getting an error for a missing file. when generating temp files im getting this error: Error: File not found textures\dlc01\landscape\icelakesurface.dds. I have checked mo2 data folder structure and the file is not provided by resources archive I am using the latest resource alpha 19. I have disabled my virus protection just to make sure nothing is getting blocked but getting the same error. Thanks in advance for your help! Expand textures\dlc01\landscape\icelakesurface.dds is a vanilla texture in Skyrim - Textures3.BSA As the TexGen options window says: "In case of file not found errors verify the log that all the required BSA files are loaded."
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