Guest Posted February 5, 2019 Share Posted February 5, 2019 so this has been plaguing a user for some time now, and a fix was finally found yesterday: When using DynDOLOD reflections on the water surface use the billboard: but when regenerating everything with xLODGen the normal mesh is used: the problem is easily reproducible and happens on all locations. Link to comment Share on other sites More sharing options...
0 sheson Posted February 5, 2019 Share Posted February 5, 2019 The difference is not DynDOLOD/xLODGen obviously, but between tree LOD and object LOD. So far the reflections have only been fixed by ENB/SSE Engine Fixes for tree LOD. Link to comment Share on other sites More sharing options...
0 Guest Posted February 5, 2019 Share Posted February 5, 2019 (edited) yes both of those fixes change nothing, so maybe they are not fixing DynDOLOD object LOD? Edited February 5, 2019 by Project579 Link to comment Share on other sites More sharing options...
0 sheson Posted February 5, 2019 Share Posted February 5, 2019 (edited) yes both of those fixes change nothing, so maybe they are not fixing DynDOLOD object LOD?This has nothing to do with DynDOLOD. Generate tree LOD with DynDOLOD and the reflections of the trees will be fine. When you however disable the tree LOD generation and instead generate trees in object LOD, well, then the trees are in object LOD... ENB and SSE Engine fixes only fix the transparency problem for tree LOD, but not for object LOD. Aers (and Nukem I think) are aware as I provided a test case for debugging. With some luck it might get fixed at some point. Edited February 5, 2019 by sheson Link to comment Share on other sites More sharing options...
0 Guest Posted February 5, 2019 Share Posted February 5, 2019 Yeah I'll ask Aers about it maybe he has some news. Link to comment Share on other sites More sharing options...
0 Guest Posted February 5, 2019 Share Posted February 5, 2019 Looks like it's all into Nukem hands. Link to comment Share on other sites More sharing options...
0 sheson Posted February 11, 2019 Share Posted February 11, 2019 There is a Object LOD Reflection Fix Experimental Build available to test that it does not breaks anything else. Link to comment Share on other sites More sharing options...
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Guest
so this has been plaguing a user for some time now, and a fix was finally found yesterday:
When using DynDOLOD reflections on the water surface use the billboard:
but when regenerating everything with xLODGen the normal mesh is used:
the problem is easily reproducible and happens on all locations.
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