I am using this mod together with CommunityShaders and I am experiencing the marble whitening phenomenon as shown in the image. (Silver on the left, gold on the right) If I delete the Cache from the CommunityShaders menu, it improves the problem, but if I restart and the Cache is created, the same problem seems to occur. We hope this will be improved.
same problem. almost. Everything works fine inside, but outside it looks like the screenshot from Risingmoon. does anyone know what the problem is???
Damn it, I figured it out! I need to read the description more carefully. EnableComplexMaterial=true and EnableDynamicCubemap=true in ENBseries.ini and everything worked fine! although I have Dynamic Cubemaps, Complex Parallax Materials, Community Shaders installed, it did not work normally without EnableComplexMaterial=true.
I cannot seem to get the cubemaps to work in the inventory. I have all the ENB settings correct, have the correct mods installed, and the material works outside the inventory, but all silver objects in the inventory have the marble-look issue.
Does it happen only with the silver plates or the pitcher and the goblets too? Also does it happen in a specific location or everywhere? Its either a very dark dynamic cubemap or one of the textures that is a little darker than the others.
There might be something with your install. Check if you have all the required mods and check if you have enabled EnableComplexMaterial=true and EnableDynamicCubemap=true in your ENBseries.ini.
Installed: enbseries_skyrimse_v0494 Silver Objects SMIMed - Silver - Sovngarde - Thieves Guild - Vampire Precious Objects Complex Material and Dynamic Cubemap Complex Material Flagons I manually added to ENBSeries.ini: EnableComplexMaterial= true EnableDynamicCubemap= true to the [EFFECT] section What I did wrong?
It doesn't look like the mod works with community shaders at all from my testing. There's no cube map causing the silver objects to look like they are made out of marble.
Just tried the test file and it didn't make a difference. When I've got a bit more time I'm going to run down my load order and make sure I didn't miss anything that could be conflicting. I know using the files from ENB Dynamic cubemaps fixed other reflections. I also know it's not the problem since I installed it after this test didn't work.
CS did not handle metalness correctly. I fixed that just now and made complex materials shinier (enb is not using normal glossiness maps?)
Really cool mod, thanks. Meant I could find those quirks in my code :D
Works fine in menus too.
Note that complex material is offered through Complex Parallax Materials which is enabled by default with a toggle for people to disable it if they are running into issues. Dynamic cubemaps is separate to complex material, just like enb.
Different cubemaps are not needed, and no changes are required from authors to support CS.
Popping back in to say that the update doodlum posted did fix the issues I was having with the mod. The original cubemaps included with the mod work fine now. The test file is borked but I doubt that matters now that the main file is rendering properly.
I'm having the Marble issue described, but unfortunately I can't change the settings in CS as Doodlum described as the hot key doesn't work for me. I've searched for a way around and some methods seem to work for some people but none of them have worked for me. I'll keep an eye on both mods, but I have to disable it for the time being. Sad because it looks beautiful.
Im having the marble issue, but with ENB instead of CS, and im not sure what could be causing it. It only happens to objects in the inventory, but works just fine on things outside it.
It seems to work fine for a mod im making right now, a custom copper texture, it looks great. As long as they have the dynamic cubemap in the nif I presume any texture should work fine.
how do i apply these materials to meshes, i know how to use a cubemap but how do i make it dynamic. i want my armor and weapons to have dynamic cubemaps
39 comments
Known issues: Items appear black in the inventory (ENB limitation with dynamic cubemap - might be addressed in the future by Boris)
Update: Added flagons. Added in the image area a variant with of silver objects with gold details (might make it standalone or BOS variant)
(Silver on the left, gold on the right)
If I delete the Cache from the CommunityShaders menu, it improves the problem, but if I restart and the Cache is created, the same problem seems to occur.
We hope this will be improved.
same problem. almost. Everything works fine inside, but outside it looks like the screenshot from Risingmoon. does anyone know what the problem is???Damn it, I figured it out! I need to read the description more carefully. EnableComplexMaterial=true and EnableDynamicCubemap=true in ENBseries.ini and everything worked fine! although I have Dynamic Cubemaps, Complex Parallax Materials, Community Shaders installed, it did not work normally without EnableComplexMaterial=true.
CubemapFresnelMin and CubemapFresnelCurve did not help.
I'm sorry, English is not my native language
enbseries_skyrimse_v0494
Silver Objects SMIMed - Silver - Sovngarde - Thieves Guild - Vampire
Precious Objects Complex Material and Dynamic Cubemap
Complex Material Flagons
I manually added to ENBSeries.ini:
EnableComplexMaterial= true
EnableDynamicCubemap= true
to the [EFFECT] section
What I did wrong?
Edit: Uploaded a test cubemap.
didn't miss anything that could be conflicting. I know using the files from ENB Dynamic cubemaps fixed other reflections. I also know it's not the problem since I installed it after this test didn't work.
CS did not handle metalness correctly. I fixed that just now and made complex materials shinier (enb is not using normal glossiness maps?)
Really cool mod, thanks. Meant I could find those quirks in my code :D
Works fine in menus too.
Note that complex material is offered through Complex Parallax Materials which is enabled by default with a toggle for people to disable it if they are running into issues. Dynamic cubemaps is separate to complex material, just like enb.
Different cubemaps are not needed, and no changes are required from authors to support CS.
Or steel.
edit: nvm i was mistaken