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Hello Sheson - (Big fan - thanks for everything you do.)
I have a gap between the grass around me and the grass off in the distance.

The grass in uGridsToLoad looks great

The LOD grass in FarGrids looks great

No LOD/Grass in NearGrids.

My SkyrimPrefs.ini has uGridsToLoad at 7 and uLargeRefLODGridSize at 11

My question is, should I be adjust the SkyrimPrefs ini or am I doing something odd in the generation.

In the DynDOLOD_SSE.ini I have GrassLargeReference=0
Thanks so much.

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Posted

Hi.

Also forgot to mention. I also have a problem which did not occur with Alpha 156. 

Grass Cashe/lod looks fantastic overall in distance. But when i walk/run, normally you would expect the grass pops in when getting closer.

But now it pops out? Half way distance. Not very far distance.

Thanx.

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On 1/11/2024 at 11:47 PM, ToosTruus said:

Hi.

Also forgot to mention. I also have a problem which did not occur with Alpha 156. 

Grass Cashe/lod looks fantastic overall in distance. But when i walk/run, normally you would expect the grass pops in when getting closer.

But now it pops out? Half way distance. Not very far distance.

Thanx.

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

The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously.
Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

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On 1/12/2024 at 9:54 AM, sheson said:

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

The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously.
Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

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On 1/15/2024 at 11:51 PM, ToosTruus said:

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

Where full grass ends is defined by the DynDOLODGrassMode setting in NGIO. Where grass LOD starts is defined by the Mode in the advanced options of DynDOLOD at generation time. If they do not match there is a gap or overlap. The grass cache does not change that.

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Posted

Hello!

I finally got NGIO NG working with texgen and dyndolod and my LODs have never looked better! The last thing I want to fix is what can be seen in the images below. After the loaded grass ends, there is a gap with no grass before the LOD grass begins, and when it does, it's a good bit darker than the near grass. I am using ENB with complex grass, so I recognize that there will always be a gap there, but I feel like I should be able to tweak the Direct/Ambient settings in TexGen or some ini settings in DyndoLOD to improve the brightness matching. I'm also not sure why that gap is there--some kind of incorrectly set GridsToLoad setting?

I appreciate any advice on this. Thanks to the team for such a great tool. Here's a link to the two images in case the embedded ones don't work for some reason: https://imgur.com/a/nEpi7OR

 

dflIHSv.jpegHebnjge.jpeg

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Posted
On 9/11/2024 at 8:36 PM, TEC769 said:

Hello!

I finally got NGIO NG working with texgen and dyndolod and my LODs have never looked better! The last thing I want to fix is what can be seen in the images below. After the loaded grass ends, there is a gap with no grass before the LOD grass begins, and when it does, it's a good bit darker than the near grass. I am using ENB with complex grass, so I recognize that there will always be a gap there, but I feel like I should be able to tweak the Direct/Ambient settings in TexGen or some ini settings in DyndoLOD to improve the brightness matching. I'm also not sure why that gap is there--some kind of incorrectly set GridsToLoad setting?

I appreciate any advice on this. Thanks to the team for such a great tool. Here's a link to the two images in case the embedded ones don't work for some reason: https://imgur.com/a/nEpi7OR

 

dflIHSv.jpegHebnjge.jpeg

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

See https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.
When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value.

  • 0
Posted
2 hours ago, TEC769 said:

Hello!

I finally got NGIO NG working with texgen and dyndolod and my LODs have never looked better! The last thing I want to fix is what can be seen in the images below. After the loaded grass ends, there is a gap with no grass before the LOD grass begins, and when it does, it's a good bit darker than the near grass. I am using ENB with complex grass, so I recognize that there will always be a gap there, but I feel like I should be able to tweak the Direct/Ambient settings in TexGen or some ini settings in DyndoLOD to improve the brightness matching. I'm also not sure why that gap is there--some kind of incorrectly set GridsToLoad setting?

I appreciate any advice on this. Thanks to the team for such a great tool. Here's a link to the two images in case the embedded ones don't work for some reason: https://imgur.com/a/nEpi7OR

 

dflIHSv.jpegHebnjge.jpeg

In addition to what sheson posted, I recommend first to use BethINI to get good baselines for [Terrainmanager] LOD distances and fGrassStartFadeDistance and fGrassFadeRange distances (use BethINI High or Ultra preset). Set Overwrite-grass-distance = -1 and Overwrite-grass-fade-range = -1 in NGIO GrassControl.ini for now so that BethINI changes will control these. I assume you are using DynDOLOD-Grass-Mode = 1 in NGIO GrassControl.ini (recommended). If so, then DynDOLOD doesn't need to be regenerated. Check the gap width again. If you still have it, try increasing fGrassStartFadeDistance by 1000 to see if it closes. Then find the best fGrassStartFadeDistance and fGrassFadeRange for your grass setup.

For color matching non-vanilla grass with LOD, I recommend reading this post for some hints on how I do it (no color bias from DynDOLOD). For color matching with ENB-CG, see this sticky post for some hints. The Step 2.3 guide incorporates these methods with final settings that work nicely for Cathedral Landscapes CG, but your grass will likely have different sweet spots. For this stuff, you will need to regen DynDOLOD. Probably several times to test.

Test at noon on the tundra to find the initial settings, and then at dawn/dusk for the grass billboard/backlight stuff.

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Posted
1 hour ago, z929669 said:

In addition to what sheson posted, I recommend first to use BethINI to get good baselines for [Terrainmanager] LOD distances and fGrassStartFadeDistance and fGrassFadeRange distances (use BethINI High or Ultra preset). Set Overwrite-grass-distance = -1 and Overwrite-grass-fade-range = -1 in NGIO GrassControl.ini for now so that BethINI changes will control these. I assume you are using DynDOLOD-Grass-Mode = 1 in NGIO GrassControl.ini (recommended). If so, then DynDOLOD doesn't need to be regenerated. Check the gap width again. If you still have it, try increasing fGrassStartFadeDistance by 1000 to see if it closes. Then find the best fGrassStartFadeDistance and fGrassFadeRange for your grass setup.

For color matching non-vanilla grass with LOD, I recommend reading this post for some hints on how I do it (no color bias from DynDOLOD). For color matching with ENB-CG, see this sticky post for some hints. The Step 2.3 guide incorporates these methods with final settings that work nicely for Cathedral Landscapes CG, but your grass will likely have different sweet spots. For this stuff, you will need to regen DynDOLOD. Probably several times to test.

Test at noon on the tundra to find the initial settings, and then at dawn/dusk for the grass billboard/backlight stuff.

Thanks to both of you! I was able to close the gap quite nicely. I'll have to tinker with the grass colors a good bit.

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Posted

You are going to need to be more specific. The picture doesn't depict anything necessarily out of the ordinary. The game by default only loads 5x5 cells centered around the player. Everything else is LOD. I see you are also using TCL console command for test purposes I suppose.

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Posted (edited)

Thanks for the reply 

I redid my lods cause I downloaded a few mods and when I redid them the problem started 

Yes I'm using tcl as a test does that affect things?

It also causes alot of notice pop in which wasn't not happening before 

There's a whole ring around my character where there's just ugly textures and pop ins which wasn't happening before 

It goes from there being grass to there being  no grass for like 50 meteres then grass appears again which wasn't happening before 

Edited by AWinchester21
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Posted
6 hours ago, AWinchester21 said:

Ring round player were everything is unloaded please help any ideas what it is and how to fix it 

It just stops having anything then loads the lods 

https://imgbox.com/EGzo5uKH

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. What does the supposed problem have to do with the LOD patch generated by DynDOLOD?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Read https://dyndolod.info/How-LOD-Works. There does not seem to be anything out of the ordinary shown in the screenshot. Things fading inside the active exterior cell grid is controlled by various INI settings and has typically nothing to do with DynDOLOD.

Full grass being loaded in a circle around the player character and also fading when flying upwards is how the game works by default.

https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD
Grass LOD was generated with mode 2 but full grass is not being rendered to the edge of the uLargeRefLODGridSize with the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting in No Grass In Objects as explained above in the section Settings.

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Posted

I'm having an issue with grass LODs that I can't seem to solve.  I've used the same setup for NGIO and Dyndolod for quite a while and never had this problem.  I've posted on the NGIO page and was advised that it may be an issue with setting my grass at 2 instead of 1 (I've currently got it set at 2) but wanted to check here first before I start the process of redoing everything.  Here are the relevant logs (https://ufile.io/f/y15ll) as well as a screenshot of the issue (https://imgur.com/a/oyIx80R).  Grass seems to be fine in the loaded cell and in the distance but not in the adjacent cell.  Would this have anything to do with the "Downgrade FarGrid large references to NearGrid" setting?  I am unfamiliar with this setting so left it at the default "checked" setting when I generated Dyndolod.

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Posted
1 hour ago, BrotherShamus said:

I'm having an issue with grass LODs that I can't seem to solve.  I've used the same setup for NGIO and Dyndolod for quite a while and never had this problem.  I've posted on the NGIO page and was advised that it may be an issue with setting my grass at 2 instead of 1 (I've currently got it set at 2) but wanted to check here first before I start the process of redoing everything.  Here are the relevant logs (https://ufile.io/f/y15ll) as well as a screenshot of the issue (https://imgur.com/a/oyIx80R).  Grass seems to be fine in the loaded cell and in the distance but not in the adjacent cell.  Would this have anything to do with the "Downgrade FarGrid large references to NearGrid" setting?  I am unfamiliar with this setting so left it at the default "checked" setting when I generated Dyndolod.

Moved to the appropriate thread for the issue. See posts above. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

You upload the TexGen log and the DynDOLOD debug log. For future reference always upload both the log and debug log for DynDOLOD (or TexGen in case the question/issue is with textures generated by TexGen) https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD
Grass LOD was generated with mode 2 but full grass is not being rendered to the edge of the uLargeRefLODGridSize with the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting in No Grass In Objects as explained above in the section Settings.

The DynDOLOD debug log shows grass LOD was generated with mode 2. So to ensure the full grass renders far enough, set DynDOLOD-Grass-Mode to 2 as well in the settings for NGIO.

Hover the mouse over settings for a hint what they do and see https://dyndolod.info/Help/Advanced-Mode for more detailed explanations.

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