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Posted (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.thumb.png.78e1a8eb086b29a78467ccd6f433c8fd.png

 

Image B (up close)

image.thumb.png.2576ed79f01f7213088741a1722f5aaf.png

 

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).

image.thumb.png.2f625445ea40489af324e2ce2ec96620.png

 

Edited by Whitestar127
Posted (edited)

Ok, I tested the 2.4 settings while changing everything to Ultra (bethini and tree lods).
 

Still too bright.

image.thumb.png.e28defda4f0167794f079cfb0081738f.png

image.thumb.png.1ed3b2ed45fc0e4547be3fe3d347500f.png

 

Zoomed in:

image.thumb.png.23b30777b3f6186a4e910f7150784a96.png

image.thumb.jpeg.c47af55dfb8ce0c3b753d9fb9f59e446.jpeg

 

Edited by Whitestar127
Posted

Meanwhile, on the tundra the far lods are a bit too dark:

image.thumb.jpeg.b8c404274a46e04ab98138f6e3ce5359.jpeg

image.thumb.jpeg.7ed46f904f279355833b07ff76202917.jpeg

 

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?

Posted
11 hours ago, Whitestar127 said:

Meanwhile, on the tundra the far lods are a bit too dark:

image.thumb.jpeg.b8c404274a46e04ab98138f6e3ce5359.jpeg

image.thumb.jpeg.7ed46f904f279355833b07ff76202917.jpeg

 

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.

Posted (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:


image.thumb.png.560a759a39f4137fef10232576d543b8.png

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=0.75
0
 

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:

image.thumb.png.bf9759e55aeb807642eb390efb3bccff.png

image.thumb.png.061728e3a8fdeda0b041240e742a04fa.png

 

Edited by Whitestar127
Posted
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:


image.thumb.png.560a759a39f4137fef10232576d543b8.png

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=0.75
0
 

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:

image.thumb.png.bf9759e55aeb807642eb390efb3bccff.png

image.thumb.png.061728e3a8fdeda0b041240e742a04fa.png

 

Those two shots are taken from different vantages. See what happens when you disable EVLaS.

Posted

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 :P).

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