Skyrim Special Edition

About Enb Parallax Inplementation:

The usual way of implementing Parallax Mapping into Skyrim was using the
Parallax Shader Type in the mesh, enable the Parallax Flag and use a
greyscale heightmap.
This is a pretty easy way of implementing it. But it has several disadvantages.

  • It works only with multipass snow (Better Dynamic Snow/ Simplicity of
    Snow). But multipass snow doesn't work on alpha testing/ blending. And
    lots of landscape meshes uses alpha testing for decal transitions (rocks
    to dirt texture for example). And this kind of snow floats on top off
    Parallax.
  • it doesn't work with skinned meshes (trees for example)
  • It doesn't work with Cubemaps
  • It doesn't work with Multilayer Parallax (all Glacier Mods, Majestic Mountains)

All this disadvanages don't occur with Enb Parallax. Enb Parallax is part of Enb Complex Material.
This material shader is applied via Environment Mapping. And its texture is the Environment Mask.
The texture channels have different functions:
  • red channel: Environment Mask
  • green channel: Gloss Map
  • blue channel: Metalness Map
  • alpha channel: height map (for Parallax)

Both ways of implementing Parallax are pretty different.
Therefore I see a high chance of implementation mixes by using different mods.
That isn't a problem unless snow is used.

Landscape meshes are using a lot of decal layers for texture transitions. And
single pass snow has a huge advantage. Because it works on meshes with
alpha blending/ testing. And single pass snow doesn't float on top of
the Parallax effect.
A full Complex Material support of all Skyrim meshes + Better Dynamic Snow v3 would be the best way to implement
Parallax into the game.
Though there is a transition phase now. A mixing of different techniques.
And Better Dynamic Snow v2 + custom Single pass Snow (like in Majestic
Mountains/ Landscapes) is the best way to manage this transition.

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T4gtr34um3r

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