Skyrim particle patch for ENB

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Joined: 15 Jun 2017, 18:17

Re: Skyrim particle patch for ENB

haha yes, it's surely subjective - * note i used the word "magic" in my op :)

thx i'll check it out

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Re: Skyrim particle patch for ENB

Hah yes you did, no worries.

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Re: Skyrim particle patch for ENB

Ok, that's working. I think it's a good compromise.
do you know offhand, in what other areas this nif appears? as i was meaning to check other locations.

Also, in other SPP related topics:
any thoughts on implementing some SMIM to the SPP patch.. ? as I generally have SPP overwriting SMIM there are a couple eyesores i find myself editing..

Actually there are only 2 things. TorchPermanent and the smelters.

The SMIM torch just has the better textures but the smelter adds this heatwave which i miss in SPP.
(Perhaps both these should be directed towards Embers or STAC - but wouldn't hurt in SPP)
I know these are covered in ENB Light but he's moving to dark smoke.

and lastly, a question about embers and decoupling from the glow shader.. since i'm doing unthinkable things with [Windowlight]
..actually i'll save that for another day :)

ok thx!

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Re: Skyrim particle patch for ENB

Mindflux, I've been steadily building a grass mod with your MxShort.

Attempting to get it to show better at a distance for about a week now, however.

I used the new Nvidia Texture Tools Exporter https://developer.nvidia.com/nvidia-tex ... s-exporter to scale alpha for mipmap coverage, and it works, see image comparison - bustier grass, better mipmaps! The only downside is that scaling the alpha for mipmap coverage reveals clear lines in the meshes up close, something that wasn't noticeable prior (see comparison image 2).

My question is this - are you aware of a way to have your grass display better at a distance, without this clear lining present when scaling the alpha? I'm about out of ideas at this point.

Image

Image

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Re: Skyrim particle patch for ENB

That's neat. I have been meaning to give the new Nvidia tools a go but haven't had time yet.

The lines could be fixed by reworking the meshes, i.e. creating meshes with correct uvs for the grass since the current ones are a terrible hackjob like you've no doubt seen. It will somewhat increase the number of drawcalls though.

I can look at this when I have time.

ez009
I don't want to create different installation options for mod compatibility but sure I can add the heat haze. I actually thought I already did but maybe that was for Embers HD indeed.

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Re: Skyrim particle patch for ENB

Nope, that bug from top view is naturally happens when you change alpha for low mips. It can be fixed with complicated shader which do mipmap selection itself and then apply transparency based on quad normal to camera. But you can try to modify smallest mip map lods to be more transparent, this will decrease their draw distance, but still better than old or new versions.
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Re: Skyrim particle patch for ENB

Yes, I can see that happening. But I assume that breaking up the geometry will still help mask the issue somewhat?

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Re: Skyrim particle patch for ENB

What do you mean breaking geometry? Increase number of polygons to make lines zigzag shape? This still be visible, but of course better thing.
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Re: Skyrim particle patch for ENB

Yep, that or breaking up the straight row of polygons into smaller chunks that vary in distance.

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Re: Skyrim particle patch for ENB

Sure. Most likely it will not cost much performance in this game, as long as number of objects remain the same and their surface area.
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