Thanks. I'll try different methods and settings when generating tree lods.
TES Skyrim SE 0.484
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Re: TES Skyrim SE 0.484
Version updated, download again
Fixed blending bug with some types of particle lights. Fixed game refraction bugs for glass and added support of thickness adjusting of it as alpha channel of texture. Optimized ExpandHDR performance for water.
Fixed blending bug with some types of particle lights. Fixed game refraction bugs for glass and added support of thickness adjusting of it as alpha channel of texture. Optimized ExpandHDR performance for water.
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Re: TES Skyrim SE 0.484
Hey, apologies if someone brought this up already, i have a critical bug with the 29.01.23 release. ENB seems to not render anything correctly except if a menu is up (e.g. Console, Dialogue, Message Box). Prior release of the same version worked just fine. Took me a while finding out that the new enb release was the cause. Installed the 0.480 version afterwards, (i did not backup prior 0.484 version) and everything looked normal again.
29.01.23 release outdoors
Menu is up outdoors
Indoors
Menu is up indoors
My Specs
Radeon R9 290x 4GB
Intel i7 7700k
16GB RAM
29.01.23 release outdoors
Menu is up outdoors
Indoors
Menu is up indoors
My Specs
Radeon R9 290x 4GB
Intel i7 7700k
16GB RAM
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Re: TES Skyrim SE 0.484
Seems to work fine for me. Probably it has something to do with AMD graphics card.
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Re: TES Skyrim SE 0.484
The latest version works perfect for me. Like Anubis wrote, could be something AMD-related.
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Re: TES Skyrim SE 0.484
Have the same problem on gtx1060,previous 484 works fine. If it's related to a mod, then I have no idea what mod it might be related to.
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Re: TES Skyrim SE 0.484
Those who have such bug, come to discord and ping me there for doing tests.
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Re: TES Skyrim SE 0.484
Thank you, i leaved a Message in the support channel
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Re: TES Skyrim SE 0.484
Updated, download again
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Re: TES Skyrim SE 0.484
Didnt know it was best to ask this here or on discord so thought id post here but can talk in discord instead if need
I was wondering about an effect like
https://imgur.com/X1ScNha
Where you detect the edges of intersection from meshes with the terrain mesh and blend them
https://imgur.com/2mzo5Cn
First you make the mesh slightly transparent revealing the terrain texture underneath, then you could use an noise texture to add some variation to the blend effect
https://cdn.discordapp.com/attachments/ ... /image.png
Here you can see the edge im talking about 'red arrow' with the amazing advances of complex parallax this is one of the last visual issues with terrain that i wish could be fixed
If you look at the blue arrow it looks like in some case the complex parallax is almost doing this effect
Iv not been following the development for a long wile, was you already attempting this or was the blend seen in that image just a coincidence of how the complex parallax works
Another question about the use of parallax, if you look here
https://cdn.discordapp.com/attachments/ ... /image.png
You can just see a sharp edge of the terrain mesh, could we use parallax to help brake this sharpness and make the terrain look as though it has more polygons then it dose
I was thinking a general noise texture thats large scale that just has an overall tiles bumpyness, so regardless of the terrain texture and the textures own paralax there is a secondary nose paralax used to simply help make the terrain look higher polly. So a noise texture that is almost like
https://cdn.discordapp.com/attachments/ ... /image.png
But larger scale
I know the game has and uses a noise texture in the distance(the noise.dds in texture/terrain folder), im assuming its not used up close in a rendered cell only on lod terrain but if we could make that texture use complex parallax and have it show in the rendered cell, perhaps that could work visually speaking hard to know without seeing it and testing. So the noise textures visuals works on the lod terrain as normal but it applies a complex parallax on rendered terrain, so this noise blends with the local parallax texture. At the very least it could offer even more terrain variation, and hopefully make the terrain look more highpoly. It it can be done ofcorse
These are the sort of things i use in unreal only i would use tessellation for the terrain mesh
I was wondering about an effect like
https://imgur.com/X1ScNha
Where you detect the edges of intersection from meshes with the terrain mesh and blend them
https://imgur.com/2mzo5Cn
First you make the mesh slightly transparent revealing the terrain texture underneath, then you could use an noise texture to add some variation to the blend effect
https://cdn.discordapp.com/attachments/ ... /image.png
Here you can see the edge im talking about 'red arrow' with the amazing advances of complex parallax this is one of the last visual issues with terrain that i wish could be fixed
If you look at the blue arrow it looks like in some case the complex parallax is almost doing this effect
Iv not been following the development for a long wile, was you already attempting this or was the blend seen in that image just a coincidence of how the complex parallax works
Another question about the use of parallax, if you look here
https://cdn.discordapp.com/attachments/ ... /image.png
You can just see a sharp edge of the terrain mesh, could we use parallax to help brake this sharpness and make the terrain look as though it has more polygons then it dose
I was thinking a general noise texture thats large scale that just has an overall tiles bumpyness, so regardless of the terrain texture and the textures own paralax there is a secondary nose paralax used to simply help make the terrain look higher polly. So a noise texture that is almost like
https://cdn.discordapp.com/attachments/ ... /image.png
But larger scale
I know the game has and uses a noise texture in the distance(the noise.dds in texture/terrain folder), im assuming its not used up close in a rendered cell only on lod terrain but if we could make that texture use complex parallax and have it show in the rendered cell, perhaps that could work visually speaking hard to know without seeing it and testing. So the noise textures visuals works on the lod terrain as normal but it applies a complex parallax on rendered terrain, so this noise blends with the local parallax texture. At the very least it could offer even more terrain variation, and hopefully make the terrain look more highpoly. It it can be done ofcorse
These are the sort of things i use in unreal only i would use tessellation for the terrain mesh