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Leo

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leostevano

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About this mod

Complex material support for Skyland.

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A complex material support for Skyland that will give textures a better detail, such as glossiness, metal, and dynamic cubemap.

Complex material is not just a standard parallax. It emphasize the glossiness of the surface and it will change the metals look in game.
You can test them by turning ENB/CS on and off. ( For ENB users you can tweak the settings under [COMPLEX MATERIAL] )

A little demonstration of what to expect from complex parallax material :

Metal 1
Metal 2 
Lighting 1 
Lighting 2

I've provided mesh from Blended Roads, Particle Patch, SMIM, Assorted Mesh FixesSkyland AIO as a base, converted into complex materials. You can let my mesh overwrite them.

Important note! My texture has to win all conflict

Place it at the end of your load order, my mesh however does not to be. I recommend to run *ParallaxGen on your load order to ensure you keep the benefits of mesh fixes mods or lighting mods (Lux/ELFX), and ParallaxGen will patch them for you.

*(add --ignore-parallax in the arguments to avoid parallax bug)

Complex material looks best when paired with Better Dynamic Snow 3.

This mod covers :

Architecture
:
- Falmer Hut 
- Farmhouses 
- High Hrothgar 
- Markarth 
- Riften
- SkyHaven Temple 
- Solitude 
- Sovngarde 
- Tents 
- Whiterun
- Winterhold
- Windhelm 

Clutter :
- Main game *
- Dawnguard DLC *
- Dragonborn DLC *

Dungeons :
- Caves 
- Dungeons 
- Dwemer Ruins 
- Imperial Forts
- Mines 
- Nordic 
- Riften Ratway 
- Ships 

DLC :
- Dawnguard 
- Dragonborn 

Landscape :
- Main game *
- Dawnguard DLC *
- Dragonborn DLC *

* New

You need either ENB or CS to see the benefit.

CS user :
Complex Parallax Materials 
Dynamic Cubemap

ENB user :
EnableComplexParallax=true
EnableComplexParallaxShadows=true
EnableComplexTerrainParallax=true
EnableComplexTerrainParallaxShadows=true
EnableComplexMaterial=true
EnableDynamicCubemap=true

Recommended Complex Material setting for ENB :

[COMPLEXMATERIAL]
IgnoreWeatherSystem=true
IgnoreWeatherSystemInterior=true
CubemapFresnelMin=0.2
CubemapFresnelCurve=2.0
GlossinessMapAmountDawn=0.5
GlossinessMapAmountSunrise=0.5
GlossinessMapAmountDay=0.5
GlossinessMapAmountSunset=0.5
GlossinessMapAmountDusk=0.5
GlossinessMapAmountNight=0.5
GlossinessMapAmountInteriorDay=0.5
GlossinessMapAmountInteriorNight=0.5
BodyGlossinessMapAmountDawn=0.5
BodyGlossinessMapAmountSunrise=0.5
BodyGlossinessMapAmountDay=0.5
BodyGlossinessMapAmountSunset=0.5
BodyGlossinessMapAmountDusk=0.5
BodyGlossinessMapAmountNight=0.5
BodyGlossinessMapAmountInteriorDay=0.5
BodyGlossinessMapAmountInteriorNight=0.5

(Credits to HTWWW and Azurite Horizon for this.)