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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.74

dyndolod lod special edition sse

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#1756 Oliver

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Posted 11 November 2019 - 01:21 AM

DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html explains 3D tree LOD for LOD level 4 and billboards for the higher LOD levels.

 

LOD always starts beyond the loaded cells and this applies to near/far grid of dynamic LOD as explained in DynDOLOD_Manual.html.

The near/far grid are just identifiers how far away models show beyond the loaded cells.

 

For several reasons it makes no sense doing trees as dynamic LOD. One is the large amount of trees and another is the the limited distance.

I use hibryd 3D trees LODs, high rules (tree Static LOD4 | Billboard | Billboard), but I see always 3D LODs. 

3D trees LODs is feature with more hit to perfomance, I use EVT, 3D trees LODs hit down my FPS from 100 to 70. I think 3D tree LODs only for 0 level LOD will be better.

 

P.S. I'm sorry if I don't understand something, but english is foreign language for me.


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#1757 sheson

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Posted 11 November 2019 - 05:44 AM

I use hibryd 3D trees LODs, high rules (tree Static LOD4 | Billboard | Billboard), but I see always 3D LODs. 

3D trees LODs is feature with more hit to perfomance, I use EVT, 3D trees LODs hit down my FPS from 100 to 70. I think 3D tree LODs only for 0 level LOD will be better.

 

P.S. I'm sorry if I don't understand something, but english is foreign language for me.

If the setting is Static LOD4 for LOD level 4, Billboard for LOD level 8 and 16, then only the nearest LOD level will have 3D tree LOD and the two further levels use the simplified billboards.

The log tells you which LOD level uses what.


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#1758 Oliver

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Posted 11 November 2019 - 04:02 PM

DynDoLOD use textures from \Data\textures\DynDOLOD\lod\DynDOLOD_%WorldName%l.dds for hybrid 3D trees crowns, and billboards wich generated by DynDoLOD. But LOD Brightness not take affect to this. How I can tune this brigntness.

 

I manualy colored this texture atlas for visibility

YeJHaveOu0s.jpg

iicZno4MOPY.jpg


Edited by Oliver, 11 November 2019 - 04:03 PM.

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#1759 sheson

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Posted 11 November 2019 - 04:56 PM

DynDoLOD use textures from \Data\textures\DynDOLOD\lod\DynDOLOD_%WorldName%l.dds for hybrid 3D trees crowns, and billboards wich generated by DynDoLOD. But LOD Brightness not take affect to this. How I can tune this brigntness.

 

I manualy colored this texture atlas for visibility

 

 

https://forum.step-p...584#entry237584

https://forum.step-p...587#entry237587


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#1760 Oliver

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Posted 11 November 2019 - 10:35 PM

https://forum.step-p...584#entry237584
https://forum.step-p...587#entry237587

But tree LODs use your texture file. I can correct brightness for example DynDoLOD_Tamriel.dds in graphic editor after generation. Why I can't correct it in DynDoLOD before generation?

Edited by Oliver, 11 November 2019 - 10:36 PM.

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#1761 sheson

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Posted 12 November 2019 - 04:27 AM

But tree LODs use your texture file. I can correct brightness for example DynDoLOD_Tamriel.dds in graphic editor after generation. Why I can't correct it in DynDoLOD before generation?

Atlas textures are generated from the single textures defined in the LOD models.


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#1762 Oliver

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Posted 12 November 2019 - 10:20 AM

Atlas textures are generated from the single textures defined in the LOD models.

Will be fine if you release correcting atlas brightness feature.


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#1763 sheson

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Posted 12 November 2019 - 02:33 PM

Will be fine if you release correcting atlas brightness feature.

As already explained, there is no need to change brightness of object LOD textures which are used by LOD models that have normals, bi/tangents and normal map textures as they react properly to light and do not change wrongly/drastically based on weather/ENB settings like tree LOD billboards that do not have any of that.

 

As already explained, there is no distinction of shapes/textures in the LOD models to specifically target. Everything that is red in the screenshot and not a billboard would be equally affected by any such changes.

 

As already explained, if you want LOD models to use different textures, then you need to change the single LOD textures beforehand or modify the LOD models.


Edited by sheson, 12 November 2019 - 02:36 PM.

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