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Problem with stockings transparency


Vitriks

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Looks more like a screen resolution/blurring issue, not a texture or mesh issue; details are still there but cannot be rendered as clear as zoomed in. Rendered in 4k might help, or make the net texture more "obvious" like bigger (not as fine) or more contrast. Or maybe Reshade with LumaSharpening could help too.

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Looks more like a screen resolution/blurring issue, not a texture or mesh issue; details are still there but cannot be rendered as clear as zoomed in. Rendered in 4k might help, or make the net texture more "obvious" like bigger (not as fine) or more contrast. Or maybe Reshade with LumaSharpening could help too.

1. I max out all the LumaSharpening sliders - didn't help

2. Making the net texture more "obvious" like bigger (not as fine) or more contrast is pain in the ass(time consuming).

3. How to render in 4k? And how it apply to performance?

 

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Looks more like a screen resolution/blurring issue, not a texture or mesh issue; details are still there but cannot be rendered as clear as zoomed in. Rendered in 4k might help, or make the net texture more "obvious" like bigger (not as fine) or more contrast. Or maybe Reshade with LumaSharpening could help too.

1. I max out all the LumaSharpening sliders - didn't help

2. Making the net texture more "obvious" like bigger (not as fine) or more contrast is pain in the ass(time consuming).

3. How to render in 4k? And how it apply to performance?

 

Didn't you make the texture? Shouldn't be that time consuming.

Again, the net structure is too fine, by the way 4k textures just looks 4k when you are very close to the object, that's why 4k textures don't look better than 1k texture when you are far away.

Also you have to think of mipmap levels. I don't know your graphics card and if it is possible to force negative mipmap levels in Fallout 4 with your driver software.

Setting Anisotropic filtering to x16 could help as well.

 

4k rendering? By dynamic super resolution (Nvidia, don't know about ati). Performance impact? It depends on your hardware, but generally heavy.

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Looks more like a screen resolution/blurring issue, not a texture or mesh issue; details are still there but cannot be rendered as clear as zoomed in. Rendered in 4k might help, or make the net texture more "obvious" like bigger (not as fine) or more contrast. Or maybe Reshade with LumaSharpening could help too.

1. I max out all the LumaSharpening sliders - didn't help

2. Making the net texture more "obvious" like bigger (not as fine) or more contrast is pain in the ass(time consuming).

3. How to render in 4k? And how it apply to performance?

 

Didn't you make the texture? Shouldn't be that time consuming.

Again, the net structure is too fine, by the way 4k textures just looks 4k when you are very close to the object, that's why 4k textures don't look better than 1k texture when you are far away.

Also you have to think of mipmap levels. I don't know your graphics card and if it is possible to force negative mipmap levels in Fallout 4 with your driver software.

Setting Anisotropic filtering to x16 could help as well.

 

4k rendering? By dynamic super resolution (Nvidia, don't know about ati). Performance impact? It depends on your hardware, but generally heavy.

 

 

So you trying to to tell that I dealing with game engine limits and there is not much I can do about it? 

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Looks more like a screen resolution/blurring issue, not a texture or mesh issue; details are still there but cannot be rendered as clear as zoomed in. Rendered in 4k might help, or make the net texture more "obvious" like bigger (not as fine) or more contrast. Or maybe Reshade with LumaSharpening could help too.

1. I max out all the LumaSharpening sliders - didn't help

2. Making the net texture more "obvious" like bigger (not as fine) or more contrast is pain in the ass(time consuming).

3. How to render in 4k? And how it apply to performance?

 

Didn't you make the texture? Shouldn't be that time consuming.

Again, the net structure is too fine, by the way 4k textures just looks 4k when you are very close to the object, that's why 4k textures don't look better than 1k texture when you are far away.

Also you have to think of mipmap levels. I don't know your graphics card and if it is possible to force negative mipmap levels in Fallout 4 with your driver software.

Setting Anisotropic filtering to x16 could help as well.

 

4k rendering? By dynamic super resolution (Nvidia, don't know about ati). Performance impact? It depends on your hardware, but generally heavy.

 

 

 

So you trying to to tell that I dealing with game engine limits and there is not much I can do about it? 

 

Not game engine limits, more like technology limits. 

It's like watching a 4k porn on a 720p monitor, you won't get all the details.

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check your material set up 

 

 

I don't know at what parameter I should look at.

 

I dont remember witch to and im not in home to check it but you can download 1 of my mod (Panty Hose) and check material setup there .

 

 

 

Your pantyhose have large net sell.

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The game uses a distance Bias for small details or how they render in terms of screen space, basically the same way lined detail objects at a distance, when on camera, tend to have that weird wavey distortion, it's a technical limitation of game engines if the developer hasn't bothered to take that issue into consideration.

 

Quick way to test if it's your asset the issue or the game, is to edit the Cubemap Power of your material for the Vaul 111 suit, and try and see if the small textile detail show up when the camera is zoomed out or not. For most people, the small details (even on cubemap) will NOT render if you zoom out the camera even slightly, you need to be up in dat butt to see the details.

 

A few ways to fix it is to disable Mip's, set them to Ultra or -1 in the ini files, or try and find something called Z-Distance or Bias in your ENB or Shade framework (I know that ENB did have something like that for Skryrim, don't know about Fo4). You can also get the latest and best graphic card and make sure stuff like Anistropic filter is set to 16+ (if even possible, AMD had this option as one point, but completely wrecked performance so it was removed and can only be enabled with 3rd party tools) and see if there an options in relation to textures sets them to quality instead of performance.

 

You should also make sure the Alpha's have the correct values. People usually use 127 for the Alpha and either standard or Additive, very few assets use Multi.

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You should also make sure the Alpha's have the correct values. People usually use 127 for the Alpha and either standard or Additive, very few assets use Multi.

Can you tell what are the correct values?

I leave Alpha Test reference at -128 and Alpha blend mode at "Unknown"

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No idea which ones are correct, but for example, the Chameleon DeathClaws used overlayed models to do the fancy color changes (they are the closest thing to what people have been trying to do like you), their values are Test: 127 and Blend: Multi.

 

Others will leave it unknown and use AlphaTest instead with Test: 127, you'll have to experiment since rendering really small detail at range isn't this engines forte and you may need to fudge some numbers.

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