Editing Arcane University:NIF Data Format

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 28: Line 28:
 
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.
 
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.
  
{| class="wikitable" style="clear:both; width:90%; margin:1em auto"
+
{| class="wikitable" style="clear:both; width:75%; margin:1em auto"
 
|+ Texture Slots Overview
 
|+ Texture Slots Overview
 
|-
 
|-
Line 57: Line 57:
 
This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. All other textures will only be detail additions and effects.
 
This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. All other textures will only be detail additions and effects.
 
* Compression:
 
* Compression:
** Use BC1 if transparency is not needed, or if only full transparency is needed.
+
** Use DXT1 if transparency is not needed, or if only full transparency is needed.
** Use BC3 or BC7 if the texture needs smooth partial transparency.
+
** Use DXT5 or BC7 if the texture needs smooth partial transparency.
  
 
* Required properties:
 
* Required properties:
Line 80: Line 80:
  
  
* Compression: Use BC3 or BC7 because of the importance of the alpha layer in this file. Bethesda uses BC3 in all tangent space normal maps.
+
* Compression: Use DXT5 or BC7 because of the importance of the alpha layer in this file. Bethesda uses DXT5 in all tangent space normal maps.
 
* Required properties:
 
* Required properties:
 
** NiTriShapeData > BS Num UV Sets = 4097
 
** NiTriShapeData > BS Num UV Sets = 4097
Line 101: Line 101:
 
This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
 
This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
  
* Compression: BC1
+
* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Type: Glow Shader
 
** BSLightingShaderProperty > Shader Type: Glow Shader
Line 121: Line 121:
 
This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
Line 130: Line 130:
 
Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
 
Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
  
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Environment Map
 
** BSLightingShaderProperty > Shader Type: Environment Map
Line 141: Line 141:
 
=== Greyscale / metallic cube mask (Slot 6) ===
 
=== Greyscale / metallic cube mask (Slot 6) ===
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** An environment/cube map is required.
 
** An environment/cube map is required.
Line 153: Line 153:
 
=== Subsurface Tint Map (Slot 7) ===
 
=== Subsurface Tint Map (Slot 7) ===
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Skin Tint
 
** BSLightingShaderProperty > Shader Type: Skin Tint
Line 163: Line 163:
 
=== Backlight Map (Slot 8) ===
 
=== Backlight Map (Slot 8) ===
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
* Compression: BC1
+
* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting

Please note that all contributions to Beyond Skyrim are considered to be released under the Creative Commons Attribution-ShareAlike (see Beyond Skyrim Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)

Templates used on this page: