TES Skyrim SE 0.330

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Re: TES Skyrim SE 0.330

ENBSeries wrote:Is that happen in certain place of the map or type of grass? Or doesnt matter? Some grass in game dont have normals, so must be buggy, but at every distance.
Tried near Falkreath and Riften just now. The issue is still there, but not very noticeable because trees block the view. It's more noticeable in tundra because it has no trees.

Edit: another comparison album, ENB Off / ENB ON + ENB AO / ENB ON + game AO.
https://imgur.com/a/c9oE1

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Re: TES Skyrim SE 0.330

Arindel

In your last comparison , ENB with ENB AO seems to be normal to me...... But as far as I can remember, with some Weather conditions the distant grass can be darker (not too much with Verdant mod grass, but a little more with Veydosebrom grasses). I noticed that only for some weather mods...... But will pay more attention in it next time I play......
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Re: TES Skyrim SE 0.330

Okay, i did specular parameters for object/eye/vegetation. But distance bug with ssao and grass cant see, it look like it should with default grass which do not have normals https://imgur.com/a/RPGvO
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Re: TES Skyrim SE 0.330

Arindel

Using darker ground textures or a brighter grass mod helps with blending the grass with the LODs you generate, or you could try lowering AOIntensity and AOAmount and lowering AmbientLighting under ENVIRONMENT to compensate for the brighter image.

Some grass mods might have not taken into consideration a stronger AO from ENB either, since it wasn't available at the beginning. I've run into the same issue with Viscous (I think Veydosebrom too, now that phoenixfabricio mentioned it), even without any AO active Viscous uses textures too dark for the tundra ground I'm using and the grass-LOD transition gets very obvious.

edit: Lowering DirectLightingCurve by .15 or so also under ENVIRONMENT helps leveling the difference in direct sunlight between your ground and grass too.

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Re: TES Skyrim SE 0.330

Version updated, download again
Added specular parameters for VEGETATION, EYE, OBJECT categories and improved separation of such objects similar to old Skyrim mod.

About that ssao bug of grass, maybe its because of tweaked in game ini camera clip/draw distances?
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Re: TES Skyrim SE 0.330

ENBSeries wrote:Okay, i did specular parameters for object/eye/vegetation. But distance bug with ssao and grass cant see, it look like it should with default grass which do not have normals https://imgur.com/a/RPGvO
Yeah, in your example doesn't seem to happen indeed. Most likely it has to do with grass density and the larger distance of grass with Veydosebrom.

Although...the only reason I noticed this issue was because the grass brightness matches the distant LOD when using Aequinoctium Weathers mod + Veydosebrom grass mod + Aequinoctium ENB in my last example seen here, first screenshot: https://imgur.com/a/c9oE1

First screenshot: ENB disabled, game AO is used. Grass looks normal and matches distant LOD.
Second screenshot: ENB enabled, ENB AO is used. Grass no longer matches distant LOD.
Third screenshot: ENB enabled, game AO is used. Grass matches distant LOD better than second screenshot.

Hopefully this explains the situation better.

Anyway, you should consider this issue a low priority. It's a little annoying for me, but it's not something many people actually notice.

Thank you very much for your time! ;)
Edit: Noticed the update while writing this. Thank you for the update!

@Dante_Draven: Viscous grass mod is actually darker than both Veydosebrom and Verdant and that one doesn't match the LOD at all when using Aequinoctium weathers. I tweaked Aequinoctium weathers settings for Veydosebrom and Verdant mods to match LODs as good as possible, but when grass mods have different brightness levels, it's not possible to match them all properly.

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Re: TES Skyrim SE 0.330

The problem which i see from your screenshots is not just darkness, but it starts from some distance, which is abnormal. How about another idea, could this be that grass have lods which drawed with another mesh and/or shader, so it look different? Try to look carefully on grass while moving, if it in some way change on the edge between bright and dark ssao. I cant investigate this problem now, still on laptop.
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Re: TES Skyrim SE 0.330

ENBSeries wrote:The problem which i see from your screenshots is not just darkness, but it starts from some distance, which is abnormal. How about another idea, could this be that grass have lods which drawed with another mesh and/or shader, so it look different? Try to look carefully on grass while moving, if it in some way change on the edge between bright and dark ssao. I cant investigate this problem now, still on laptop.
When moving I can't notice an edge, the grass is gradually darker. Grass doesn't seem to use lods at all, there's no clear edge.
I made a 3mins video on it, doing settings and flying around, I don't know if it helps: https://youtu.be/orRsOL48c-8

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Re: TES Skyrim SE 0.330

Could this kind of difference in normals affect your AO, Boris?

Verdant (colored normal)
https://i.imgur.com/gQFjChr.png

Veydosebrom (gray normal)
https://i.imgur.com/GfvdX7T.png


Their diffuse is almost the same, but Veydosebrom's is darker, so it could just be a little too much for some LODs to blend with a strong ENB AO

Verdant (lighter and less saturated)
https://i.imgur.com/lLKiXlb.png

Veydosebrom (darker and more saturated)
https://i.imgur.com/BoLLGNR.png

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Re: TES Skyrim SE 0.330

This video help a lot to understand the problem. It is how ssao must look like, because so dense grass produce a lot of occlusions between each other, it is like many corners everywhere. You should enable indirect lighting and tweak parameters to make this darkness to be colored and not annoying.
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