I found mismatched colours a problem with several grass mods when not using complex grass. There have been other users with the same problem, for example, there was a post on the Verdant page with an image of it.
Looking at the DynDOLOD manual, I found the part of the right edit script to address the problem. I then thought of a way to get the right number without much trial and error. There are surely other methods, as you have indicated here, and this is just one.
You began politely with the disclaimer not to be taken the wrong way, but I do consider it a bit impolite for you to substantially revise your post with deletions and new information without putting an edit note. Before you became specific, I said there were surely other methods out there, which then reads as dismissiveness when it appears to others that you had already linked to a relevant guide and discussion. You also expressed confusion that anyone would have this problem at all, and I made a response that quietly became irrelevant. If I had not checked here manually, I'd forever be virtually defending my position past reason. I hope you understand me here.
TexGen is presumed to have run before my guide begins, as is mentioned at the start. I expect the reader of the guide not to have put completely ludicrous values, but to be illustrative I used images of clearly mismatching colours to show that even these can be rectified. The output of TexGen will not necessarily match inside the user's game, as it is mentioned in the STEP guide that TexGen is the best way "barring specific post-processing effects impacting color". The user will view the seam where it is obvious, with their chosen ENB or ReShade, and take that against situations where it might not matter as much, such as during foggy weather.
There are other aspects such as the generation of matching terrain using xLODGen, but that is not strictly to do with grass. I have not experimented with backlighting settings, however. I have to say, though, that it seems the images in your forum post are a matter of perfecting the final 5%. You are of course free to do this, but I did not want to include the whole of everything one might be able to do into what I was intending to be a concise series of instructions sufficient for most.
And, indeed, I am not working on DynDOLOD, so anyone who follows my guide should consider it a happy surprise that anything I said worked at all.
I consider it fortunate that I posted it because, in the tradition of the Internet, it has spurred you to correct me, which has allowed others a choice of information. Everyone can stop at their point of diminishing returns.
maybe if someone already tweaked a grass mod they can share their result and tweak settings here so others dont spend tweaking and regenerating dyndolod? :)
Grass LOD billboards are generated from full meshes and textures. Grass cache files do not affect grass LOD billboard generation.
Multiplying a vertex color channel value by 1 means the value is not changed. Multiplying values < 1 means reducing the intensity. Multiplying with values > 1 means increasing intensity.
https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.
Hi, I'm trying to generate my herb LODs and whatever I do at the ini file level the color never changes. Do you know where the problem would come from? Ini files that overwrite those of dyndolod? I don't know, I despair.
Maybe you are entering the values for complex grass instead of grass (or vice versa) in the ini. Remember to re-run DynDOLOD for the changes to take place. By herbs do you mean plants? If so, those would have a set texture like other objects and be unaffected by changes in the ini.
That's a neat trick. Ever since switching to complex grass the LOD grasses have been pretty well balanced out of the box though. With regular grass I also had issues where the LOD grass colour would vary wildly depending on weather and time of day, and no amount of colour balancing could fix it.
Thanks, the color balancing tool is a really good tip. I've been using STEP settings so far + some distant fog mods, but this will probably get me all the way there.
GIMP (gimp.org) has colour balance tool that works well with this guide. There is a levels tool in Paint.NET that could also work if you are familiar with it--I couldn't get it matching with my test image.
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The author has locked this comment topic for the time beingI found mismatched colours a problem with several grass mods when not using complex grass. There have been other users with the same problem, for example, there was a post on the Verdant page with an image of it.
Looking at the DynDOLOD manual, I found the part of the right edit script to address the problem. I then thought of a way to get the right number without much trial and error. There are surely other methods, as you have indicated here, and this is just one.
The STEP guide you linked was updated yesterday and involves the process explained in the guide here, so hopefully the curator can provide the more up-to-date method soon.
https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide#DynDOLOD_grass_LOD_settings
Perhaps a part on how to achieve the 'good' value it encourages the user to find.
TexGen is presumed to have run before my guide begins, as is mentioned at the start. I expect the reader of the guide not to have put completely ludicrous values, but to be illustrative I used images of clearly mismatching colours to show that even these can be rectified. The output of TexGen will not necessarily match inside the user's game, as it is mentioned in the STEP guide that TexGen is the best way "barring specific post-processing effects impacting color". The user will view the seam where it is obvious, with their chosen ENB or ReShade, and take that against situations where it might not matter as much, such as during foggy weather.
There are other aspects such as the generation of matching terrain using xLODGen, but that is not strictly to do with grass. I have not experimented with backlighting settings, however. I have to say, though, that it seems the images in your forum post are a matter of perfecting the final 5%. You are of course free to do this, but I did not want to include the whole of everything one might be able to do into what I was intending to be a concise series of instructions sufficient for most.
And, indeed, I am not working on DynDOLOD, so anyone who follows my guide should consider it a happy surprise that anything I said worked at all.
I consider it fortunate that I posted it because, in the tradition of the Internet, it has spurred you to correct me, which has allowed others a choice of information. Everyone can stop at their point of diminishing returns.
Multiplying a vertex color channel value by 1 means the value is not changed. Multiplying values < 1 means reducing the intensity. Multiplying with values > 1 means increasing intensity.
https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.
Do you know where the problem would come from? Ini files that overwrite those of dyndolod? I don't know, I despair.
Paint.net has a plugin but GIMP has it natively.