I wanted to thank everyone for the interest and support in these. A few have asked me to write a tutorial on this, at this time I don't feel qualified to do that. Once I have dialed it in a bit better and tackled some of the issues I may be in a better place to do that.
Consider these mods as work in progress currently. I've been churning em out fairly quickly without much time testing. A few highly skilled texture and mesh authors have been passing on their advice to correct issues and improve these add ons.
Some issues that have arisen so far is some parallax flagged meshes causing CTD. If you encounter this please report it and this will be fixed promptly...
In some cases parallax may not be viewable on the texture, or the effect may be too strong leading to jagged edges or melting textures... In some meshes, parallax simply doesn't look good.... So if you encounter stuff of this sort, please just let me know and I'll do what I can!
Hello, "Praedy's Chantry of Auriel AIO - SE" has launched version 2.0. The metal texture material has a clean version on it, which is bright gold. This version will turn bronze with your parallax version, do you have any plans to update it? Thank you,
Forgotten Vale just uses these same meshes and textures and they would replace Auriel's Chantry HD ... so not really interested, I prefer these textures
That'd have to Aers. currently parallax requires multipass shaders such as better dynamic snow 2.0 and ash. BDS 3.0 and and much of vanilla are single pass shaders, which break with parallax.
I don't know if you made a mistake, but this isn't HD. All of the textures are 1k and suffer from multi-compression artifacts which take the image out of greyscale and into purple & green ranges. When you have parallax maps that are lacking contrast, this is going to make them look even flatter.
Auriel's Chantry HD is available in 2k, 4k or 8k ...
Every parallax texture mod I've downloaded has only used up to 1k textures for parallax so I had followed that same trend. Some even as low as 512x512 in certain mods. In every example of parallax I can find the parallax textures themselves are 1/4 of the diffuse. Only one I know of that was 1/2 the diffuse resolution was WizKid's Forts.
I worked on the textures from the original 4k diffuse and then re-sized/compressed them via CAO... this was bad? With too much of a contrast range I found it led to melting textures.
If you were using the diffuse from the mod as a base, that is an already compressed file, so when you save it again, you end up getting more artifacts from compression. Ideally, you need to work from the original untouched files.
Alternatively, you could try generating a height map from a normal map and use that instead, since diffuse doesn't contain any height information, you're basically just relying on contrast values, which is wrong. It will depend on how the author makes their normal maps though, since some of these are cranked to the extreme, which will end up giving you bad results too. The best solution for parallax will always be baking it from the mesh or hand painting.
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Consider these mods as work in progress currently. I've been churning em out fairly quickly without much time testing. A few highly skilled texture and mesh authors have been passing on their advice to correct issues and improve these add ons.
Some issues that have arisen so far is some parallax flagged meshes causing CTD. If you encounter this please report it and this will be fixed promptly...
In some cases parallax may not be viewable on the texture, or the effect may be too strong leading to jagged edges or melting textures... In some meshes, parallax simply doesn't look good.... So if you encounter stuff of this sort, please just let me know and I'll do what I can!
Thank you!
Hello, "Praedy's Chantry of Auriel AIO - SE" has launched version 2.0. The metal texture material has a clean version on it, which is bright gold. This version will turn bronze with your parallax version, do you have any plans to update it?
Thank you,
How would parallax make it bronze? parallax is a height map monochrome / grey scale texture that adds height and depth.
This is the parallax version, and the metal part of the bridge is bronze-colored metal.
Thank you for your honestly awesome work of parallaxes!!!
thanks for this :) more parallax never hurts..
Small issue, I have had a CTD each time when trying to enter the palace balcony (I already completed DG) :
Possible relevant objects (3)
{
[ 3] BSOrderedNode(Name: null)
[ 15] BSTriShape(Name: `emitGeo01:0`)
[ 184] BSFadeNode(Name: `DLC01SEBF_BlastRoofRemain`)
}
MESHES\dlc01\architecture\snowelfruins\dlc01sebf_blastroofremain.nif - was the cause of it, after removing said file no more ctd.
I was running into the same problem with that particular mesh whilst trying to precache all the grass using "No Grass in Objects - Grass Control v6."
That specific mesh isn't included in the mod on this page.
If not, in a few months on my next playthrough I'll have to go back to BDS2 so I can enjoy all these goodies. Thank you!
Every parallax texture mod I've downloaded has only used up to 1k textures for parallax so I had followed that same trend. Some even as low as 512x512 in certain mods. In every example of parallax I can find the parallax textures themselves are 1/4 of the diffuse. Only one I know of that was 1/2 the diffuse resolution was WizKid's Forts.
I worked on the textures from the original 4k diffuse and then re-sized/compressed them via CAO... this was bad? With too much of a contrast range I found it led to melting textures.
Do all of them suffer from this?
Alternatively, you could try generating a height map from a normal map and use that instead, since diffuse doesn't contain any height information, you're basically just relying on contrast values, which is wrong. It will depend on how the author makes their normal maps though, since some of these are cranked to the extreme, which will end up giving you bad results too. The best solution for parallax will always be baking it from the mesh or hand painting.