TES Skyrim SE 0.390
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.390
I'll try later to check if i can in cheap way to tweak power multiplier, but i worry it not gonna work for characters after game patch not so long ago.
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Re: TES Skyrim SE 0.390
Hi Boris, is it possible to add IgnoreInventory option just like Oldrim ?
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Re: TES Skyrim SE 0.390
Don't remember, but i'll check later.
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Re: TES Skyrim SE 0.390
Hi boris, would it be possible to change the mip level of environment maps used on meshes based on the spec map?
Right now it's all just the same spec map, making it hard to pull off good looking materials. But there's tools to precalculate how rough the environment map should be based on spec, which then stores those in different mips. It'd be great to be able to use that in game, but the mip level would need to be adjusted based on spec map.
Right now it's all just the same spec map, making it hard to pull off good looking materials. But there's tools to precalculate how rough the environment map should be based on spec, which then stores those in different mips. It'd be great to be able to use that in game, but the mip level would need to be adjusted based on spec map.
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Re: TES Skyrim SE 0.390
Glosiness and specular amount must be separated, so i don't know how this possible using existing data. Specular amount is in normal map alpha channel. I don't even know any object in the game where specular use separate texture. Can you make screenshot of such models in vanilla game?
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Re: TES Skyrim SE 0.390
Only body parts and faces have seperate specular maps. But I don't think, that is what he meant. Couldn't understand it either.
I think he meant that if a mesh, that is set to environment/cubemaping, without an environment map. It automatically uses the specular map instead. And then something about those mips.
While we are talking about it, how can me make the 4 not used alpha maps for bodies and faces useful?
Diffuse
normal
specular
sk
All don't have an alpha map. There would be space for gloss, roughness, ambient occlusion or other visual improvements.
Making it usable, but not mandatory, just like LE terrain parallax.
I think he meant that if a mesh, that is set to environment/cubemaping, without an environment map. It automatically uses the specular map instead. And then something about those mips.
While we are talking about it, how can me make the 4 not used alpha maps for bodies and faces useful?
Diffuse
normal
specular
sk
All don't have an alpha map. There would be space for gloss, roughness, ambient occlusion or other visual improvements.
Making it usable, but not mandatory, just like LE terrain parallax.
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Re: TES Skyrim SE 0.390
What he meant is that in many PBR implementations cubemaps are used for indirect lighting and the roughness/glossines map determines which mipmap is used (the lowest mipmap for the roughest/least glossy parts of the map or the highest for the least rough/most glossy).
Not much point in using precomputed cubemaps though since ENB has (if I remember correctly) an IBL implementation.
In metalness PBR there is no need for a specular map, only glosiness (or roughness which is simply inverted glosiness) and metal (which is only really needed for objects that are metal).
Specular in metalness PBR is always the same for non-metal objects, for metal ones the metalness map determines which parts are metal and which are not.
The metal objects have specularity of the Albedo/Base Color/Non-PBR-Diffuse (PBR diffuse is different from non-PBR diffuse) map, but they are only metal there where the metalness map is white.)
Hence my suggestion to use the normal map alpha channel for glosiness and the green channel of the environment mask as metalness.
In vanilla skyrim the env mask is used most commonly on objects that are metal.
Also, the vanilla specular maps are very similar to glosiness maps anyway.
Not much point in using precomputed cubemaps though since ENB has (if I remember correctly) an IBL implementation.
In metalness PBR there is no need for a specular map, only glosiness (or roughness which is simply inverted glosiness) and metal (which is only really needed for objects that are metal).
Specular in metalness PBR is always the same for non-metal objects, for metal ones the metalness map determines which parts are metal and which are not.
The metal objects have specularity of the Albedo/Base Color/Non-PBR-Diffuse (PBR diffuse is different from non-PBR diffuse) map, but they are only metal there where the metalness map is white.)
Hence my suggestion to use the normal map alpha channel for glosiness and the green channel of the environment mask as metalness.
In vanilla skyrim the env mask is used most commonly on objects that are metal.
Also, the vanilla specular maps are very similar to glosiness maps anyway.
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Re: TES Skyrim SE 0.390
Hey Boris, you said that Directional ambient and Automatic ambient calculation could be developed with SKSE?, if so maybe i could ask someone with experience in SKSE to develop it, would be a nice addition, or there is something to keep in mind before do that?.
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Re: TES Skyrim SE 0.390
Automatic ambient is calculated from sky, draw sun, gradient and clouds to small texture, then blur it and use colors for upper side. Can't remember how i calculate bottom color. So in SKSE it could be difficult cause of graphical side. And don't forget game still updated from time to time, SKSE plugin need lifetime support.
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Re: TES Skyrim SE 0.390
Hope there is a way to stop those game updates one and for all, but if helps, if the "autor" of a possible SKSE plugin for Automatic ambient, decides to stop the support for that because he´s tired to keep it up to date, would help to just re download the previous version of the game that still compatible with that SKSE version? and keep it forever instead of using newer versions of the game that don´t add anything "usefull" except more paid mods in CC. I´ll ask to someone if there is something that can be done about that ambient effect.
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Native language: Spanish.
-Gtx 1660 6Gb, 16Gb Ram x1 DDR4 3200Mhz, Ryzen 5 3600X, 1920x1080p 165hz, Win10
Native language: Spanish.
-Gtx 1660 6Gb, 16Gb Ram x1 DDR4 3200Mhz, Ryzen 5 3600X, 1920x1080p 165hz, Win10