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Can you setup ultra trees with EVT or SFO trees?


HyperSlayer72

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I just got ultra trees running and its an awesome improvement <3 however it doesn't appear that the distant, now full model trees are using the models from EVT. Or am I just crazy?

Also is there any way to get shadows for these trees without ugrids adjustments? 

 

Extra Question: I know dyn doesn't handle terrain lod or create any lod for grass.  But could something like that exist in the future? 

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If you installed the EVTs "BillBoards Generator for Enhanced Vanilla Trees" and set up everything for ultra tree LOD including the mesh rule to LOD4 to Static LOD4, then it is using the EVT 3D LOD ultra trees.

 

Unfortunately terrain/object/tree LOD can not cast or receive shadows. That would be something for Boris/ENB - if possible at all.

 

Yes, improved and easy Terrain LOD meshes/textures generation will exist in the near future. It is being worked on.

 

LOD for grass we will see - Zilav and I discussed this a bit how to "fake" it. We may be able to figure out an OK substitute for Skyrim SE (would also work in Skyrim of course, but it may be just to memory/performance intensive)

Edited by sheson
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I am Running These Settings, https://puu.sh/vbEQU/cc967339c5.png  So LOD4 cannot be a Full model?

 

Also, now I gotta put myself in a comma for a year to see if terrain lod is out in the future. I've been thinking a lot about grass lod.  Overall the reason I want it is because the visual transition between the ground textures below loaded grass and ground textures in the distance match "well enough", however when you add grass onto loaded terrain and compare it to the distance the contrast becomes a problem.  Disabling the current method of rendering grass and replacing it with a plugin that dynamically scales density, resolution and polygon count of foliage with distance would improve stuff a lot, then for really far away cells just replacing terrain lod textures with something that looks like grass is there would be amazing.  I would do this myself if I knew how. "rant over."

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If you set "Full Model" then it will use the full models instead of the performance friendlier hybrids.

 

The one thing about grass is that it is a random shader that can be controlled via various INI settings to change its density and variety. However it only works in loaded cells and it follow the fully load terrain height..

 

So converting grass meshes/textures for the load order with current mods/settings into something performance friendly for LOD requires testing a few different approaches in the LOD area to see if/how they could work.

We will have to see if something usable comes out of those tests.

Edited by sheson
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