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https://ibb.co/TB87KkqZ
https://ibb.co/20PtF6Rm

I initially thought this was a DynDOLOD issue, but the screenshots are with the DynDOLOD and TexGen outputs disabled. Sorry if that makes this the wrong place for me to ask about this problem, I'm not sure where else to get help with LOD issues. 

From very long distance, it appears to look fine, but as I get closer, the lighter colored low resolution textures pop in and then fade into the full model once I get close again. Thought it might be my ParallaxGen output, but I still get the issue when it's disabled. Same if I disable Skyland PBR. Anyone know what could be causing this?

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Posted
1 hour ago, metaltortoise88 said:

https://ibb.co/TB87KkqZ
https://ibb.co/20PtF6Rm

I initially thought this was a DynDOLOD issue, but the screenshots are with the DynDOLOD and TexGen outputs disabled. Sorry if that makes this the wrong place for me to ask about this problem, I'm not sure where else to get help with LOD issues. 

From very long distance, it appears to look fine, but as I get closer, the lighter colored low resolution textures pop in and then fade into the full model once I get close again. Thought it might be my ParallaxGen output, but I still get the issue when it's disabled. Same if I disable Skyland PBR. Anyone know what could be causing this?

See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Large-References.

If you enable the large reference system then certain full models switch to LOD further away then others.

The screenshots show that the full textures are replaced, while the LOD textures are still vanilla. Use TexGen and DynDOLOD to generate a LOD patch for the load order so the LOD textures are updated accordingly so difference isn't that obvious.

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Posted (edited)
29 minutes ago, sheson said:

See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Large-References.

If you enable the large reference system then certain full models switch to LOD further away then others.

The screenshots show that the full textures are replaced, while the LOD textures are still vanilla. Use TexGen and DynDOLOD to generate a LOD patch for the load order so the LOD textures are updated accordingly so difference isn't that obvious.

Hello, thank you for the reply. Is generating a LOD patch different than running TexGen and DynDOLOD normally? Because I still get this issue after both have been run. I'm using the DynDOLOD DLL NG with the Large Reference bugs workaround. Is it that DynDOLOD is not mitigating this issue when it should be?

https://ibb.co/jvCxpQ70

This is what it looks like with DynDOLOD outputs enabled. The textures are more accurate, but way too light colored. Everything else like trees and grass LODs match perfectly.

Edited by metaltortoise88
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Posted
21 minutes ago, metaltortoise88 said:

Hello, thank you for the reply. Is generating a LOD patch different than running TexGen and DynDOLOD normally? Because I still get this issue after both have been run. I'm using the DynDOLOD DLL NG with the Large Reference bugs workaround. Is it that DynDOLOD is not mitigating this issue when it should be?

The outputs TexGen and DynDOLOD generate is a comprehensive LOD mod which patches the current load order to have better visuals in the distance.

As explained, running TexGen and DynDOLOD will update the LOD texture to look like the currently installed full texture. The screenshots will look different. The LOD will match the full models better, the difference will be less obvious, especially when everything is viewed from the normal distances.

The linked explanations about large references explain how changing the Large Object Distance slider in the games launcher to the very left turns them off. Then all full models switch to LOD at the same distance.

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Posted (edited)
9 hours ago, sheson said:

The outputs TexGen and DynDOLOD generate is a comprehensive LOD mod which patches the current load order to have better visuals in the distance.

As explained, running TexGen and DynDOLOD will update the LOD texture to look like the currently installed full texture. The screenshots will look different. The LOD will match the full models better, the difference will be less obvious, especially when everything is viewed from the normal distances.

The linked explanations about large references explain how changing the Large Object Distance slider in the games launcher to the very left turns them off. Then all full models switch to LOD at the same distance.

Thank you, that helped a lot! I still have one issue, though. The LOD texture is significantly brighter than the normal texture for these buildings, so when I get close, the transition still looks weird and jarring.


LOD: https://ibb.co/sJg9NHxw

Mid-Transition: https://ibb.co/5xMYYyYk

Close: https://ibb.co/60Qb4sxw

Is there a way I can fix this?

Logs: https://www.mediafire.com/file/4nrfui4huy3sz3d/DynDOLOD_logs.rar/file
DynDOLOD settings: https://ibb.co/qM6NKsbz
TexGen settings: https://ibb.co/FqXrvdkk
 

Edited by metaltortoise88
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Posted
11 hours ago, metaltortoise88 said:

Thank you, that helped a lot! I still have one issue, though. The LOD texture is significantly brighter than the normal texture for these buildings, so when I get close, the transition still looks weird and jarring.


LOD: https://ibb.co/sJg9NHxw

Mid-Transition: https://ibb.co/5xMYYyYk

Close: https://ibb.co/60Qb4sxw

Is there a way I can fix this?

Logs: https://www.mediafire.com/file/4nrfui4huy3sz3d/DynDOLOD_logs.rar/file
DynDOLOD settings: https://ibb.co/qM6NKsbz
TexGen settings: https://ibb.co/FqXrvdkk
 

You are using PBR textures. Read https://dyndolod.info/Mods/Community-Shaders#PBR, especially these paragraphs:
Since the shaders for LOD are still vanilla, they do not support parallax and/or PBR shaders or sRGB textures. A simple conversion of PBR sRGB diffuse textures to linear is done by xLODGen, TexGen and DynDOLOD on the fly.
TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures.
In case of any issues and for latest discussions see the PBR WiP thread on the official DynDOLOD support forum.

Try with 1.9 maybe in both TexGen and DynDOLOD INIs.

See https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins how to only update textures:
In case a new mod only updates textures or tree full models (and grass full models in case grass LOD is used) relevant to LOD, remove old TexGen output, then use TexGen to generate new output and install it as usual. Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.

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Posted
9 hours ago, sheson said:

You are using PBR textures. Read https://dyndolod.info/Mods/Community-Shaders#PBR, especially these paragraphs:
Since the shaders for LOD are still vanilla, they do not support parallax and/or PBR shaders or sRGB textures. A simple conversion of PBR sRGB diffuse textures to linear is done by xLODGen, TexGen and DynDOLOD on the fly.
TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures.
In case of any issues and for latest discussions see the PBR WiP thread on the official DynDOLOD support forum.

Try with 1.9 maybe in both TexGen and DynDOLOD INIs.

See https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins how to only update textures:
In case a new mod only updates textures or tree full models (and grass full models in case grass LOD is used) relevant to LOD, remove old TexGen output, then use TexGen to generate new output and install it as usual. Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.

Excellent! Gamma at 1.5 seems to do the trick. Looks so much better. Thank you very much for your help!

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