

Grasses with normals just act more like other models in the game. Note that grasses without normals are brighter all around without light sensitivity of normal maps. ↓ below is increased SSS and Fake Lights ↓Īs these shots show, grasses with normal maps are more responsive to lighting in all situations. Without this mod > with this mod > my own CL complex grass Then it creates normals with Texconv from the diffuse I think.įirst question: How does this mod affect grass look, irrespective of using ENB or complex grass? The following are compares with vs without this mod installed. It splits them and uses the diffuse half, which should be identical to the original textures.

Note that I'm fairly certain that DynDOLOD doesn't use the normal portion of the complex grass textures. The compares below were all attempts to find such situations.Īll testing using most up-to-date 2.1.0 DEV mods, patches, and configs. While it does peek through now and again, it isn't obvious. This issue is only really apparent on the tundra, as it's rare to notice grass LOD elsewhere.

this is also true for grass LOD without this mod or ENB for that matter. Settings that work well for the tundra do not necessarily work well elsewhere. I spent quite a lot of time working with DynDOLOD settings to make this compatible with grass LOD.
