Whitestar127 Posted July 23 Posted July 23 (edited) I must have done something wrong regarding LOD generation because on a distance I get this bright yellow fungus-like grass/tundra. Only when I get close enough it switches to the normal brown color. Anyone knows where I messed up? Image A (further away) Image B (up close) I'm about to generate new Ultra lods so I'd like to know what I did wrong so I can fix this before doing that. EDIT: I see I forgot to change GrassModelHeightMultiplier (in TexGen_SSE.INI) to 1.15. It was on 1.00 when I generated the first time. Could that be the error? For the record, those in green rectangle are the sections I did under DynDOLOD 3 Alpha (well, except the forgotten grass model height multiplier). Edited July 23 by Whitestar127
Whitestar127 Posted July 23 Author Posted July 23 (edited) I set the fov to 10 to really zoom in and see what that lod looks like: Edited July 23 by Whitestar127
z929669 Posted July 23 Posted July 23 7 hours ago, Whitestar127 said: I set the fov to 10 to really zoom in and see what that lod looks like: The TexGen Direct/Ambient is likely too high. Try using the DynDOLOD settings recommended in the upcoming 2.4 guide (still in development).
Whitestar127 Posted July 24 Author Posted July 24 (edited) Ok, I tested the 2.4 settings while changing everything to Ultra (bethini and tree lods). Still too bright. Zoomed in: Edited July 24 by Whitestar127
Whitestar127 Posted July 24 Author Posted July 24 Meanwhile, on the tundra the far lods are a bit too dark: Is this going to be something that will be impossible to get right? I'll be happy to test some other settings if you have any suggestions. Btw, if I rerun TexGen with new test settings, will I also have to rerun DynDOLOD?
z929669 Posted July 25 Posted July 25 11 hours ago, Whitestar127 said: Meanwhile, on the tundra the far lods are a bit too dark: Is this going to be something that will be impossible to get right? I'll be happy to test some other settings if you have any suggestions. Btw, if I rerun TexGen with new test settings, will I also have to rerun DynDOLOD? Yes, make sure you set everything as described in both links. I assume you are running the 2.3 guide, so be sure you have all the correct mods installed and plugins activated/sorted. If you are using ENB, then settings are different. Regenerate TexGen into TexGen-2.4 Output. Enable it, and then generate DynDOLOD per the instructions noting all details into DynDOLOD-2.4 Output. If you want to test lower TexGen 'Ambient' settings for grass (with ENB-CG, Direct should be zero), or lower DynDOLOD grass brightness, you can regenerate TexGen and DynDOLOD into different-named outputs. If you generate Occlusion with 'Plugin' option as recommended, keep it in a separate output mod to be reused with any of the different TexGen/DynDOLOD outputs. As long as LO hasn't changed, Occlusion won't change either. Occlusion is really not even necessary when testing LOD anyway. Complex grass will never match full grass everywhere at all ToD, so focus on the tundra or any other areas where you see a lot of LOD grass in the distance to find the best compromise for most weathers and times.
Whitestar127 Posted July 25 Author Posted July 25 (edited) Thanks! Not sure if I have mentioned it, but yes I use ENB (Ultra). I used 2.4 settings to generate Tex and Dyn the second time yes, using these values: and GrassBrightnessTopR=0.500 GrassBrightnessTopG=0.500 GrassBrightnessTopB=0.500 GrassBrightnessBottomR=0.500 GrassBrightnessBottomG=0.500 GrassBrightnessBottomB=0.500 ComplexGrassBrightnessTopR=0.700 ComplexGrassBrightnessTopG=0.725 ComplexGrassBrightnessTopB=0.750 ComplexGrassBrightnessBottomR=0.700 ComplexGrassBrightnessBottomG=0.725 ComplexGrassBrightnessBottomB=0.750 Given that the lods are still waaay too bright (when using 2.4 settings), especially in the evenings (see images below), would you suggest I drastically reduce the values? Say 50 for Ambient and maybe 0.200 and 0.300 for GrassBrightness and ComplexGrassBrightness respectively? Reducing Direct from 250 (Step:2.3) to 0 (Step:2.4) didn't do much at all it seems. Just seems so weird that they are this bright: Edited July 25 by Whitestar127
z929669 Posted July 25 Posted July 25 39 minutes ago, Whitestar127 said: Thanks! Not sure if I have mentioned it, but yes I use ENB (Ultra). I used 2.4 settings to generate Tex and Dyn the second time yes, using these values: and GrassBrightnessTopR=0.500 GrassBrightnessTopG=0.500 GrassBrightnessTopB=0.500 GrassBrightnessBottomR=0.500 GrassBrightnessBottomG=0.500 GrassBrightnessBottomB=0.500 ComplexGrassBrightnessTopR=0.700 ComplexGrassBrightnessTopG=0.725 ComplexGrassBrightnessTopB=0.750 ComplexGrassBrightnessBottomR=0.700 ComplexGrassBrightnessBottomG=0.725 ComplexGrassBrightnessBottomB=0.750 Given that the lods are still waaay too bright (when using 2.4 settings), especially in the evenings (see images below), would you suggest I drastically reduce the values? Say 50 for Ambient and maybe 0.200 and 0.300 for GrassBrightness and ComplexGrassBrightness respectively? Reducing Direct from 250 (Step:2.3) to 0 (Step:2.4) didn't do much at all it seems. Just seems so weird that they are this bright: Those two shots are taken from different vantages. See what happens when you disable EVLaS.
Whitestar127 Posted July 25 Author Posted July 25 It's just me being far enough away that the lods are showing in the first image, then moving closer to activate the "actual" grass in the second. Deactivating EVLaS did nothing unfortunately. (Got my hopes up there for a second ).
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now