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PCGNDM Parallax Normal Complex material glow diffuse and environmental mask generator 0.6


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Turn ordinary texture files into fully featured next-gen Skyrim materials automatically. This mod analyzes a plain diffuse .dds texture and generates the supporting maps needed for advanced Skyrim Special Edition / Anniversary Edition rendering pipelines — including parallax, normal maps, complex materials, glow maps, and environmental masks —
0.6 is latest and recommended version - Now supports pbr

Please feel free to ask questions or report bugs, make suggestions etc. Discord is here https://discord.gg/Ph8v7cNuvv
 


What's New in Version 0.6

Released

A lot of adjustments and changes have been made now supports community shaders and pbr.
nif patcher/editor function is still experimental and being worked on for more info check out discord too tired to post the full patch notes but here is a few 

Added render profile recommendation engine (vanilla/community shaders/enb) with auto-detect support
 Added GUI render-profile selector above sliders and wire mode suggestions (cm/msn, env standard/complex, parallax standard/occlusion)
Improved parallax occlusion and emboss stability for low-detail/flat textures
Improved render-profile auto recommendation heuristics using image content signals
Improved GUI recommendation text so users see suggested mode tuple (cm/msn, env mode, parallax mode)
Added preview index entry so users can type a target preview number
Made preview next/previous wrap around at list boundaries
Upgraded Sobel to Scharr operator for better edge detection in normal generation
Improved analyze_image_content with bg_uniformity signal (painting/art detection)
 Added _prepare_relief_height_map() — luminosity-as-height for paintings/signs pop-out
 Added relief_mode parameter to generate_normal (pop-out 3D relief; takes priority over emboss_mode)
 Added relief_mode to generate_parallax so parallax map also reflects relief depth
 Thread relief_mode through generate_msn, generate_preview_outputs, run_with_options, run_batch_with_options
 Added CLI --relief-mode argument
 Added GUI relief_mode_var + checkbox "Relief depth — paintings/signs/art pop out"
 Added _on_relief_mode_changed handler
 Auto-suggest relief_mode for paper+high-saturation+uniform-background images (illustrated/painted art)
 Added Persistent relief_mode in GUI state (load + save)
Fixed Bug 1: generate_parallax_occlusion now accepts relief_mode param, using luminosity-as-height when enabled — threads through run_with_options and generate_preview_outputs
 Fixed Bug 2: _apply_recommended_settings accepts update_toggles=False; _set_preview_source_by_path calls it during batch so sliders display per-image values without mutating running-batch state
 Fixed regression: auto-detected ENB profile silently switches parallax to occlusion
Add NIF file editor: parse Skyrim SE NIFs, patch BSLightingShaderProperty flags + texture slots to enable parallax/env/complex on mods that shipped without those flags
 Extend slider ranges (Normal 0.1–8.0, Parallax/Env/Complex/Specular 0.1–6.0) across: GUI sliders, state persistence, display labels, internal generation clamps

NIF patching/custom output paths

Custom output now preserves the original textures/... subfolder layout under the chosen output root.
Auto-patched NIFs now resolve generated texture paths back to valid Skyrim-style resource paths even when generated files came from a custom output/staging location.
Mode selections no longer change on their own

Complex naming
Env mask mode
Parallax mode
These now stay at the user’s selected value and only change when Target renderer is explicitly changed.
Render profile recommendations improved

Added researched per-renderer guidance for:
Vanilla
Community Shaders
ENB
Recommendations now also say which files to generate for each renderer/workflow.
UI guidance/status text improved

Clearer explanations for:
target renderer
complex naming
env mask mode
parallax mode

Download unzip run select tool the outputs you would like and adjust sliders or use auto



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