Refer to Skyking for permission to use. Some meshes from Assorted Mesh fixes are released under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/).
File credits
Skyking2020 for Skyland Bits and Bobs Brumbek for SMIM wSkeever for Assorted Mesh Fixes mindflux for Particle Patch hakasapl for ParallaxGen LoD7995 for Mesh Improvement Compilation
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Changelogs
Version 3.0
Fix for weird reflective surfaces for CS users.
Version 2.8
Increased the reflectiveness of the metals
Version 2.7
Update for a few maps that were somehow skipped. Download the update file and merge/overwrite the main file if you're on v2.6.
Changed the enchanting table material to wood.
Version 2.6
Reworked the glossiness to make metals more shiny and eliminate compression artifacts. I suggest to use 1.0 glossiness (enb default values) under [ComplexMaterial] for ENB users.
Version 2.5
Fixed broken textures due to recent changes in both ENB and CS.
Only the optimized texture size is supported now since it performs much better with minimum quality lost.
Version 2.4
Fixed some metal parts becomes really dark on 2.3
Version 2.3b
Updated the complex material mesh with the latest ParallaxGen.
One last update to fix the darkened metals, now they should look nice and reflective.
Half res version : Fix compression artefacts.
Version 2.1b
Updated the meshes properties.
Version 2.1
Fix for weird whiteness on metal surfaces.
Version 2.0b
Updated the mesh with the latest textures.
Version 2.0
Re tweaked all of the environment mask.
Version 1.7
Update :
Added WoodMount01_m.dds
Version 1.6
- Some fix for a few metal clutters.
Added half resolution, performs much better with minimum quality lost.
Version 1.5
Fixed some broken metals and readjusted parallax to reduce warping.
Version 1.4
Fix for Mead01 and WoodenBarStool01.
Version 1.3
Merge with hotfix and also another fix for books being too bright.
Version 1.1
Hotfix for some broken maps. Merge or overwrite the main file.
Version 1.0
Initial release
Description
Complex Material is a new way to introduce more complex glossy-spec based shading and parallax. The environment map mask texture was repurposed to make use of each channel, to include any necessary maps for glossy spec shading.