Requests for mods If you have any mod you would like to have parallax textures for, and you do not want to run the pipeline on your own, you can add a request in the forum below.
Since publishing derivative work (parallax textures are based on the normal textures) is a modification of the original mod, a permission from an author is required first. Some authors do not reply, and some outright say no (example: Skyking)
You could argue that parallax maps are not original assets (and this was my initial understanding too), but I decided to go with more strict interpretation of licensing terms.
In those cases, your only option is to run the pipeline yourself or wait for the author to provide parallax.
Todo Make a generic tool more usable so anyone *) could create parallax maps *) With fast enough computer or a lot of time
AI upscaled textures issues: The AI may be up scaling the textures themselves nicely, and normal map may seem okay when used as normal map, but AI upscalers dont do a good job there:
Here is an example
Those "spikes" are hallucinations of an AI upscaler model used in Project AIO. It cannot be helped by this project.
Why does this happen with parallax when I install Major Cities Mesh Overhaul? I use Vanilla Remastered Optimized textures and all the necessary parallax textures. For example, the wall in Whiterun, with and without mod:
Yes, after each texture and mesh replacement. But the problem is probably in the Major Cities mod itself. With it, the textures at the entrance to Riften float when the camera moves.
I wonder if the meshes normals are not inverted, I saw that happen for example in Legacy of the Dragonborn near the entrance to the museum (I made a small patch for that one)
Are there any plans to update the parallax for vanilla textures (Base AE)? The more I compare, the more I find problems with distortion of small details, and not only that. For example, there is a parallax mod for the vanilla-base by Devikyn (Ent) called Vanilla Complex Parallax, and it has almost no distortion and a much more impressive 3D effect.
But as far as I know this mod has some problems + maybe not everything is finished. So it would be good to have an ultimate mod for everything in one.
There is a difference between what I did and what the other mod do:
My mod just re-uses normal data (which should in theory contain geometry) to recalculate parallax maps.
The other mod has, as far as I saw, manually created maps. That makes a world of difference but it is much more tedious process.
For now, you can mix both, for example use mine as baseline for anything that is not done better, and use other authors mods if you find they work well. There is nothing wrong with that!
They both come from same author who works on improving vanilla textures, so it should be compatible. Ultimate is more recent version as far as I understand.
got info from the author, it is not compatible, you should use https://www.nexusmods.com/skyrimspecialedition/mods/140662 on top of it, but the result is not too good.
hi ApricotCroissant any plan to release texture for Vanilla Remastered Optimized version ?
I started converting those. They are very heavily processed textures. Be warned that the normals are no longer representing 3D object after that process, and the resulting height maps look like this:
I'll still publish it but you might be better off using Vanilla parallax textures with them...
Everything works, and I wouldn't say that I saw any major differences between Ultimate and Optimized. You can even install parallax for Base game, it has even fewer differences from the Optimized version, almost zero. Left Optimized - Right Ultimate.
With CleverCharff's, there is something not covered on the Whiterun walls. Most are parallax but there is a small texture piece that is not covered. Peltapalooza Parallax does nothing. Does not work. Also tried loading it last in my texture group. Rugnarok also not everything seems to get parallaxed. The smaller ones seems to work, but on the bigger ones not the whole cloth. Have this loaded before Peltapalooza So basically last in texture group.
It is needed, auto parallax only enables parallax mapper, which in fact is buggy and does not support a lot of texture types, or even worse - end up with dreadful 'blue textures' on things like in Solitude Stables roof. Changing them to complex materials fixes all those issues.
Do you suggest to just use pg patcher and uninstall auto parallax? Or should i keep it active?
Also when i use the pg patcher, do you suggest to check the checkbox 'change parallax to complex' ? Because now i just checked parallax and complex checkboxes. Im also using tomato complex mods and removed CleverCharff textures. But im still seeing some warped textures on some walls even though i have nothing overwritting those mods. But i think i should ask tomato about that.
I enable Fix Mesh Lighting, since it makes one extra mods redundant for me, I upgrade Parallax to Complex, Optimize Meshes and Fix Vanilla Subsurface Scattering options.
I do not need autoparallax anymore, this is fully fixed by Upgrade Parallax to Complex
They are for my setup which includes LOTD, you might not need to do it, test it out if your horses look blue, your vr werewolf crashes your game or you get half transparent mannekins in the dragonborn museum. I do not remember why I added that last one though :) Probably there was crashes with older versions of pg-patcher, might be not needed anymore.
All of them are available in Parallax Textures - Base Game - AE. Look inside _resourcepack folder there.
I've also published textures for https://www.nexusmods.com/skyrimspecialedition/mods/47994, look for Parallax Textures - Bards Reborn Student of Song and their 4k addon if you want. I use it myself on all my runs and I cant imagine game without this mod anymore :)
There is one mesh that is inverted by author on LOTD, it is the wall next to the main stairs into the museum. I have fixed it, and I'll add it in miscleaneous files. Author made the mesh 'inside out' so the parallax effect on this mesh makes your eyes try to go inside out if you are in VR...
The performance depends only on how well your system can handle the Community Shaders - https://www.nexusmods.com/skyrimspecialedition/mods/86492. If you have decent video card, it should be not a problem.
hello, i wanted to try your pipeline again, unfortunately i always get an error
Processing normal maps:0%| | 0/20 [00:00<?, ?it/s]Failed to create height map for input\decals\decalfloorcracks01_n.dds Processing normal maps:5%|██▉ | 1/20 [00:00<00:07, 2.41it/s]Failed to create height map for input\decals\bloodsmear_heisstillhere_n.dds Failed to create height map for input\decals\decalfloorstain01_n.dds Failed to create height map for input\decals\decalgreasesauce_n.dds Failed to create height map for input\decals\decalkungfurenegadecop_n.dds Failed to create height map for input\decals\decalmosscoverfall01_n.dds Failed to create height map for input\decals\decalmosscoverfall_n.dds Failed to create height map for input\decals\decalmosscover_n.dds Failed to create height map for input\decals\decalredcross_n.dds Processing normal maps: 45%|██████████████████████████▌ | 9/20 [00:00<00:00, 14.30it/s]Failed to create height map for input\decals\decalmudpuddle_n.dds Failed to create height map for input\decals\decalredstripe_n.dds Failed to create height map for input\decals\decalsnowstain_n.dds Failed to create height map for input\decals\decalstrawpile_n.dds Failed to create height map for input\decals\decalwalldirtleak01_n.dds Failed to create height map for input\decals\decalwallmossbottom02_n.dds Failed to create height map for input\decals\decalwallmossbottom_n.dds Failed to create height map for input\decals\papers2_n.dds Processing normal maps: 85%|█████████████████████████████████████████████████▎ | 17/20 [00:01<00:00, 19.76it/s]Failed to create height map for input\decals\paper3_n.dds Failed to create height map for input\decals\papers_n.dds Failed to create height map for input\decals\roses_n.dds Processing normal maps: 100%|██████████████████████████████████████████████████████████| 20/20 [00:01<00:00, 19.32it/s] Processing complete.
dependencies are all installed
I don't know what to do, and I'm not very familiar with python etc.
This pipleine requires CUDA capable graphics card to run. There is cpu mode which you can turn on with --use_cpu flag,
python generate_parallax_textures.py --use_cpu
Try that, and see if it helps. It will be crawling with speed but should work without NVIDIA graphics card.
I've also updated the pipeline to 4.4.0 version, which disables the comparison of textures with normal by default, it is very rarely used. Please try this one in both CPU and GPU mode.
But, just one simple question: Did you install NVIDIA GPU Computing Toolkit with the version corresponding to your cupy? (https://developer.nvidia.com/cuda-toolkit)
Just FYI for people who read this forum: We managed to get it working, it seems that I need to add a requirement to install a proper CUDA computing toolkit first, before trying it out, or using CPU mode if CUDA is not available.
Just FYI, Seasonal Alchemy does not have any normal textures :) Seasonal Landscape Additions does not seem to have anything significant neither (I noticed spikygrass summer on Mari's Flora and LOD textures which do not need parallax)
The most recent patch version is ready, it is an AIO set for all textures, I've also provided the optional terrain fix in optional files. I'll do the other 2 later since it takes all night to calculate each set :)
Hey, hope you don't mind me asking, but in general, do mesh replacement/fixes mods that don't include their own textures and use vanilla texture paths require anything aside from what's listed in the "how to" in order to use these parallax textures with them? Stuff like many of Yuril's "FYX" mods and wSkeever's and other's "SMIMed" mods.
Pure mesh replacements that use original vanilla or other mods textures work all fine, they will be picked together with the proper parallax maps if you install the parallax after the vanilla or those other mods first before meshes replacements. Then if you run PGPatcher (previously known ParallaxGen) it should compile proper complex material for a proper mesh.
354 comments
If you have any mod you would like to have parallax textures for, and you do not want to run the pipeline on your own, you can add a request in the forum below.
Since publishing derivative work (parallax textures are based on the normal textures) is a modification of the original mod, a permission from an author is required first. Some authors do not reply, and some outright say no (example: Skyking)
You could argue that parallax maps are not original assets (and this was my initial understanding too), but I decided to go with more strict interpretation of licensing terms.
In those cases, your only option is to run the pipeline yourself or wait for the author to provide parallax.
Todo
Make a generic tool more usable so anyone *) could create parallax maps
*) With fast enough computer or a lot of time
AI upscaled textures issues:
The AI may be up scaling the textures themselves nicely, and normal map may seem okay when used as normal map, but AI upscalers dont do a good job there:
Here is an example
Those "spikes" are hallucinations of an AI upscaler model used in Project AIO. It cannot be helped by this project.
For example, there is a parallax mod for the vanilla-base by Devikyn (Ent) called Vanilla Complex Parallax, and it has almost no distortion and a much more impressive 3D effect.
But as far as I know this mod has some problems + maybe not everything is finished. So it would be good to have an ultimate mod for everything in one.
My mod just re-uses normal data (which should in theory contain geometry) to recalculate parallax maps.
The other mod has, as far as I saw, manually created maps. That makes a world of difference but it is much more tedious process.
For now, you can mix both, for example use mine as baseline for anything that is not done better, and use other authors mods if you find they work well. There is nothing wrong with that!
If i use Vanilla Remastered (Optimized), can i use the parallax Vanilla remastered (Ultimate) files with it ? (I'm using ENB)
hi ApricotCroissant any plan to release texture for Vanilla Remastered Optimized version ?
I'll still publish it but you might be better off using Vanilla parallax textures with them...
Left Optimized - Right Ultimate.
Peltapalooza Parallax does nothing. Does not work. Also tried loading it last in my texture group.
Rugnarok also not everything seems to get parallaxed. The smaller ones seems to work, but on the bigger ones not the whole cloth. Have this loaded before Peltapalooza So basically last in texture group.
Also when i use the pg patcher, do you suggest to check the checkbox 'change parallax to complex' ? Because now i just checked parallax and complex checkboxes.
Im also using tomato complex mods and removed CleverCharff textures. But im still seeing some warped textures on some walls even though i have nothing overwritting those mods. But i think i should ask tomato about that.
anyway thanks for everything !
I do not need autoparallax anymore, this is fully fixed by Upgrade Parallax to Complex
I've also added those meshes for exclusion:
"*\\actors\\horse\\character assets\\horse*.nif",
"*\\actors\\character\\Character Assets\\1stperson*",
"*\\actors\\manekin\\*",
"*\\furniture\\flourcraftstation.nif"
They are for my setup which includes LOTD, you might not need to do it, test it out if your horses look blue, your vr werewolf crashes your game or you get half transparent mannekins in the dragonborn museum. I do not remember why I added that last one though :) Probably there was crashes with older versions of pg-patcher, might be not needed anymore.
Unfortunately, I am receiving errors "Failed to create height map for...." and am unable to do this on my own.
I've also published textures for https://www.nexusmods.com/skyrimspecialedition/mods/47994, look for Parallax Textures - Bards Reborn Student of Song and their 4k addon if you want. I use it myself on all my runs and I cant imagine game without this mod anymore :)
If you had some time, Could you update LOTD parallax textures patch? because lotd is updated (6.10.0)
Processing normal maps:0%| | 0/20 [00:00<?, ?it/s]Failed to create height map for input\decals\decalfloorcracks01_n.dds
Processing normal maps:5%|██▉ | 1/20 [00:00<00:07, 2.41it/s]Failed to create height map for input\decals\bloodsmear_heisstillhere_n.dds
Failed to create height map for input\decals\decalfloorstain01_n.dds
Failed to create height map for input\decals\decalgreasesauce_n.dds
Failed to create height map for input\decals\decalkungfurenegadecop_n.dds
Failed to create height map for input\decals\decalmosscoverfall01_n.dds
Failed to create height map for input\decals\decalmosscoverfall_n.dds
Failed to create height map for input\decals\decalmosscover_n.dds
Failed to create height map for input\decals\decalredcross_n.dds
Processing normal maps: 45%|██████████████████████████▌ | 9/20 [00:00<00:00, 14.30it/s]Failed to create height map for input\decals\decalmudpuddle_n.dds
Failed to create height map for input\decals\decalredstripe_n.dds
Failed to create height map for input\decals\decalsnowstain_n.dds
Failed to create height map for input\decals\decalstrawpile_n.dds
Failed to create height map for input\decals\decalwalldirtleak01_n.dds
Failed to create height map for input\decals\decalwallmossbottom02_n.dds
Failed to create height map for input\decals\decalwallmossbottom_n.dds
Failed to create height map for input\decals\papers2_n.dds
Processing normal maps: 85%|█████████████████████████████████████████████████▎ | 17/20 [00:01<00:00, 19.76it/s]Failed to create height map for input\decals\paper3_n.dds
Failed to create height map for input\decals\papers_n.dds
Failed to create height map for input\decals\roses_n.dds
Processing normal maps: 100%|██████████████████████████████████████████████████████████| 20/20 [00:01<00:00, 19.32it/s]
Processing complete.
dependencies are all installed
I don't know what to do, and I'm not very familiar with python etc.
python generate_parallax_textures.py --use_cpu
Try that, and see if it helps. It will be crawling with speed but should work without NVIDIA graphics card.
I've also updated the pipeline to 4.4.0 version, which disables the comparison of textures with normal by default, it is very rarely used. Please try this one in both CPU and GPU mode.
I have a cuda capable gpu
There seems to be a problem with cupy. I tried a bunch of things but none of them seems to work for me :(
I test your Suggestions when i come backbfrom work.
Thank you!
And i try it with miniforge and anaconda but I'm probably embarrassing myself, but as I said, I don't know much about python xD
If i check if everything of the dependencies is installed correctly it does show me
I also tried various commands to force install cuda and cupy, and the system variables are set
We can also move the conversation to dm or discord if you want to keep the comment section free
Again thank you
But, just one simple question: Did you install NVIDIA GPU Computing Toolkit with the version corresponding to your cupy? (https://developer.nvidia.com/cuda-toolkit)
As a request, would you be willing to generate a version of the base-game textures using Cleaned Skyrim SE Textures?
Also, would you be willing to look at what could be done for, Turn of the Seasons, Shrubs of Snow, Seasonal Alchemy, and Seasonal Landscape Additions so that these nice vanilla+ type seasonal mods could have parallax textures?
Also-also, question: since you have parallax textures here for Detailed Rugs and Rugnarok, do you think JS Rumpled Rugs should work via ParallaxGen?
This is a decent chunk of things to request, but thank you for your consideration and insight you may provide.