This is just some basic quick info on cubemaps (reflection on surfaces), and how to enable/disable them, or adjust them.
Vanilla cubemaps, look something like this, usually named _e at the end:

If this is assigned to a model, it will always reflect this image at it, no matter the location etc.
Enb Dynamic cubemaps look something like this:
.
They look the same, but are one pixel textures, and the cross is black, so basically the cross is 4x3 pixels size, and black.
If you have dynamic cubemaps activated with your enb, and texture like this is assigned to a model, enb will create the cubemap dynamically, from your surroundings.
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Enviromental masks (I usally refer them as cube masks or cubemap masks) are black/white textures, usually with _m at the end of its name.
This dictates which parts of the texture are reflective, and how strong the effect is.
black is no reflection, white is full effect, or you can have something between them.
Here is wolf armor diffuse texture, and the enviromental mask for it (that I have included in this mod, since vanilla game does not have it), as seen the fur parts are fully black, so they won't give reflection:


Here it is in-game:

So simplest way to adjust the strenght of a reflection, is to edit this texture, make parts more darker, or brighter, will affect the strength of the effect.
For example I use Paint.net free program to edit these, works well with .dds files.
Also if you don't have the enviromental map texture, you can just open the diffuse one, make it black and white, and edit it, and save it as _m.
Specially with enb dynamic cubemaps, if you get glowing or too bright model, it is due to too bright enviromental map, or it is missing fully, either the texture is missing, or the model don't have one assigned to it, only cubemap.
Example:
Here is an example of my personal rework of TOF Redsuit, it has fixed/added/created normal maps for the surface detail, but more importantly on the topic at hand, it was missing cubemap mask (left in the picture), so with dynamic cubemaps it looked like chrome in many situations. For the rest of the pictures you can see it with assigned cubemap textures.

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For applying these to models, which do not have them, I recommend this article (wish I would had seen these earlier):
https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format#Backlight_Map_.28Slot_8.29
Parts 3.5, and 3.6 are the most relevant here.
You will need Nifskope, free and light program to do this.
Might do more into detail on this, but for now, here is gifs that show the process, with the article this should be very clear:
Enabling the enviromental maps for the model:
Also Enviroment map scale setting can be adjusted:

Assigning the textures to it:

That is about it.
Specially if you use enb dynamic cubemaps, I recommend getting Paint.net, or other program that can edit the dds files, so you can create enviromental maps, from the diffuse textures, or just adjust existing ones.
EDIT 2025:
For Community Shaders, I have not been able to test any of this stuff myself, since I am ENB user, but the cubamp textures for them can be colored. Otherwise same rules should apply, I think.
Check mod page here:
https://www.nexusmods.com/skyrimspecialedition/mods/112763
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