mohaderhangen
Thanks for remember about this, but it's minor feature which require lot of code, don't want make it any soon, have many other things to do about another projects.
TES Skyrim SE 0.352
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Re: TES Skyrim SE 0.352
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Re: TES Skyrim SE 0.352
Yes in Legendary Edition grass and plants had no specular.ENBSeries wrote:Yeah, it do not have lighting from point lights at all. I dont know if grass mesh properties can be changed about this, probably yes. But probably too many of them. Also this grass type drawed as indiced for performance reasons, so changing it properties will degrade speed a lot.
In Special Edition the plants have gotten specular as a new feature.
I added specular to grass, added white specular map and a super high specular value in the mesh. Didn't work.
It works on 99% of grass meshes in nifskope/niftools. But that it already did in LE. Without working ingame.
Do point lights already work on plants?
Another question.
In this screen we see screen space reflections from the windows to floor and Pillar. I think it looks good.
For this I needed the below values. And a completely white specular map on the 2 wood textures.
This only works for interior only textures. Textures used for exteriors, too. Would look weird outside.
Also if specular maps are used for cubemaps, this interferes.
Is there a way to improve the screen space reflection system?
[REFLECTION]
AmountInterior=4
PowerInterior=0.5
Last edited by Pfuscher on 04 Oct 2018, 09:27, edited 1 time in total.
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Re: TES Skyrim SE 0.352
For grass assets automatically distributed based on texture sets the game uses fixed shaders, it doesn't matter how you set them up.
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Re: TES Skyrim SE 0.352
I cant tell about screen space reflections, because i almost can't see this effect and forget it exist at all. I do not want to touch it, useless as for me.
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Re: TES Skyrim SE 0.352
I understand and respect your opinion.ENBSeries wrote:I cant tell about screen space reflections, because i almost can't see this effect and forget it exist at all. I do not want to touch it, useless as for me.
For visualization a screen between off and on with a high value.
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Re: TES Skyrim SE 0.352
Oh. Looks really bad.
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Re: TES Skyrim SE 0.352
Hmm, not sure if i did everything right, but can't see reflection even with interior shaders. In video options i have set screen space reflections on.
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Re: TES Skyrim SE 0.352
The shader reacts to the brightness of the specular map.
Vanilla specular maps are mostly dark for interiors. Wood and stone wasn't meant to have the Oldrim specular. Which was meant only for metal 8 years ago.
A white or deleted specular map makes the strongest screen space reflections.
You probably already tried this setting in order to see the effect.
[REFLECTION]
AmountInterior=4
PowerInterior=0.5
Maybe we can get some window light for interiors or some nice reflections out of that.
Vanilla specular maps are mostly dark for interiors. Wood and stone wasn't meant to have the Oldrim specular. Which was meant only for metal 8 years ago.
A white or deleted specular map makes the strongest screen space reflections.
You probably already tried this setting in order to see the effect.
[REFLECTION]
AmountInterior=4
PowerInterior=0.5
Maybe we can get some window light for interiors or some nice reflections out of that.
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Re: TES Skyrim SE 0.352
There is no specular map at all in interiors which i tested. I tried in dragonsreach and some tavern made from ship, where two dudes fighting when first time enter there. Floors have just diffuse and normal maps, that's all. I do not believe that increasing intensity of specular will switch shader to more complex version with reflections applied.
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Re: TES Skyrim SE 0.352
Black alpha map in the normal map = no reflection
Grey = average value
white = strongest reflection
No alpha map for the normal map = white
If the specular shader is deactivated in the mesh -> no screen space reflection
I'm sure somebody can confirm this.
Grey = average value
white = strongest reflection
No alpha map for the normal map = white
If the specular shader is deactivated in the mesh -> no screen space reflection
I'm sure somebody can confirm this.