Hmm interesting it is mentioned here by devs that it has been removed to be replaced by pbr (physically based rendering). So I guess it's obsolete i.e. included now?
The changelog is a little strangely worded. Myself and others have clarified with Doodlum how this works.
The code that makes dynamic cubemaps work is included in the base CS now, *alongside* PBR. This mod here simply provides texture files that act as dynamic cubemaps (because the code only works when the cubemap texture is a specific thing). This mod here *was* taken down because Doodlum wanted to stick to code and didn't want to support texture mods, especially when he felt that asset authors should be the ones handling cubemaps, but it seems he brought it back due to popular demand.
So to sum up: changelog is worded weirdly; both dynamic cubemaps and PBR work alongside each other, and you still need this mod in addition to base CS if you want to use dynamic cubemaps, as base CS comes with no dynamic cubemaps by default (and mods haven't caught up yet).
Hi, sorry to bother, my potato´s brain have a doubt: So, this mod works ok with the new CS not needing Dynamic Cubemap? Or that mod it´s still needed (overwrited by CS) for this to work?
Someone correct me if I am wrong, or this has changed, but as far as I understand it:
ENB supports one pixel BLACK dynamic cubemaps only. CS supports colored dynamic ones, including the black ones.
Technically ENB instead applies this (metal coloring) with Complex Materials instead, but don't quote me on that.
What I would like to ask, doodlum, or someone else; will colored cubemaps work (look as intented) with Complex Material, where the metal coloring is stored in the alpha channels instead (?), or should black ones be used with CM instead?
it's compatible and looks really good with my retextures, imo. I would definetily recommend anyone who uses my retextures to also use CS's dynamic cubemaps
The only one that matters is my ebony retexture. It should be loaded before this mod, so this mod overwrites my cubemap changes. But I am working on an update to the ebony retexture that will revamp most of it and get rid of my cubemap changes. So once this update is out, the load order between my mods and CS won’t matter
Wow hi! So I have a question, maybe you could help? So I really like those retextures too, but reinforced steel armor looks less shiny, more weared off comparing to vanilla one. Is it intended?
I got this weird bug, that the wheel of the mill turns blue with this mod activated. with CS disabled ingame via * or Dynamic Cubemaps - Metals diabled in MO2 its gone. Anyone else experienced this bug?
Image of the bug via link, because I couldnt upload the image. (Link to imgur)
I'm also seeing this, and only by hiding testsky_e.dds was I able to fix it. Unsure why a metal cubemap is being applied to a wooden wheel, albeit a wet one. I'm not sure what I'm losing by using "Quality Cubemaps" version of that file rather than Dynamic Cubemaps.
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The code that makes dynamic cubemaps work is included in the base CS now, *alongside* PBR. This mod here simply provides texture files that act as dynamic cubemaps (because the code only works when the cubemap texture is a specific thing). This mod here *was* taken down because Doodlum wanted to stick to code and didn't want to support texture mods, especially when he felt that asset authors should be the ones handling cubemaps, but it seems he brought it back due to popular demand.
So to sum up: changelog is worded weirdly; both dynamic cubemaps and PBR work alongside each other, and you still need this mod in addition to base CS if you want to use dynamic cubemaps, as base CS comes with no dynamic cubemaps by default (and mods haven't caught up yet).
Hope this helps!
So, this mod works ok with the new CS not needing Dynamic Cubemap?
Or that mod it´s still needed (overwrited by CS) for this to work?
This mod is just textures to enable dynamic cubemaps on things.
if i understand correctly, this means dynamic cubemaps made for enb will work with cs, but how about vice versa?
ENB supports one pixel BLACK dynamic cubemaps only.
CS supports colored dynamic ones, including the black ones.
Technically ENB instead applies this (metal coloring) with Complex Materials instead, but don't quote me on that.
What I would like to ask, doodlum, or someone else; will colored cubemaps work (look as intented) with Complex Material, where the metal coloring is stored in the alpha channels instead (?), or should black ones be used with CM instead?
I got this weird bug, that the wheel of the mill turns blue with this mod activated. with CS disabled ingame via * or Dynamic Cubemaps - Metals diabled in MO2 its gone. Anyone else experienced this bug?
Image of the bug via link, because I couldnt upload the image. (Link to imgur)