TES Skyrim SE 0.494

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

Is there a way to adjust the strenght of the dynamic cubemaps ?

Currently it makes some pipes too reflective, like wet. Most of the cubemaps settings have no effect.

Dynamic cubemaps off:
Image

Dynamic cubemaps on:
Image

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.494

Change envmask texture for such objects.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

But I'm using weather system. Over 120 different location weathers for interiors. Can't have the same for different interiors.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.494

Envmask texture is per object thing, not per preset or per weather. Cubemaps are not something generic, they need tweaking individually per object.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

So, can't have different strength cubemaps in different interior locations I guess..

I hoped it's possible to adjust the transparency of the cubemap (per weather preset)

Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim SE 0.494

Since the cubemap is dynamically updated it already takes account the weather and lighting, though.

Cubemap intensity that varies per location does not seem physically very plausible. What I mean is that then exactly the same object of the exactly same material would reflect differently depending on where it was located even if the environment (lighting, weather etc.) stayed exactly the same.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

Since this cubemap makes some surfaces look wet or oily, it fits well into caves, but does not look that good elsewhere.

Which light settings are responsible of influencing the cubemap? I didn't find any... only thing that has any influence at all, is CubemapFresnelMin setting under the [environment]

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim SE 0.494

When you say such things, the only answer is - you dont need this feature. It was not done to be used globablly, that's why parameter ApplyDynamicCubemapEverywhere can't be saved, it's just for modders.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

Yeah, probably true, but "need" and "want" are different manifestations of the same thing in gaming.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 838
Joined: 10 Dec 2017, 17:10

Re: TES Skyrim SE 0.494

Found a weird thing - there is a something like a "shadow" that is made of light when looking things on certain angle and position:
Image
Post Reply