BenChang Posted March 8, 2016 Posted March 8, 2016 Title I'm looking for suitable BSLightingShaderProperty settings that make statics modeled after people look like/closest to actual Skyrim NPCs. Right now I am using several flags including SLSF1_Receive_Shadows and SLSF1_Cast_Shadows, but the mesh is still too reflective. How can I best emulate ingame flesh shaderproperties?
myuhinny Posted March 8, 2016 Posted March 8, 2016 Why not put a female/male body whichever with the static nif and load up a body nif go to it's BSLightingShaderProperty and right click the line and go to block - copy branch then click load and select the static model and load it up right click the BSLightingShaderProperty line in the static model if it has one and go to block - remove branch then next either right click the main item line in the left or right click the static model and go to block paste branch. Now your static will now have the female/body texture paths and settings. You might have to adjust UV map around.
BenChang Posted March 8, 2016 Author Posted March 8, 2016 Why not put a female/male body whichever with the static nif and load up a body nif go to it's BSLightingShaderProperty and right click the line and go to block - copy branch then click load and select the static model and load it up right click the BSLightingShaderProperty line in the static model if it has one and go to block - remove branch then next either right click the main item line in the left or right click the static model and go to block paste branch. Now your static will now have the female/body texture paths and settings. You might have to adjust UV map around. Yeah see if I copy and paste wholesale like that I run into wonky glossiness like this: Which is why I'm asking what's the closest settings to flesh for statics.
myuhinny Posted March 8, 2016 Posted March 8, 2016 Gloss is controlled by the glossiness float in a nif. So just change the glossiness float in the nif. Click the item go to BSLightingShaderProperty and look at the glossiness float and see what the number is. Max setting for glossiness float in a nif is 1000.0000. First back up your file then adjust the number in it I think 10.0000 is minimum setting going too low can make textures look bad. Also were the textures ever run through glosstech? If so then that could be the cause of the nasty gloss look.
BenChang Posted March 8, 2016 Author Posted March 8, 2016 What is glosstech? I literally imported a UNPB mesh with UNPB textures and re exported it from a skinned mesh into a static object. I have a feeling some attributes of the UNPB body's default shader attributes are not working correctly when rendered as a static.
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