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Everything posted by blackrack

  1. No idea about the first one but the second one is harmless (integration code for upcoming volumetric clouds that just disables for now without any side effects).
  2. Just pushed a small bugfix update, most notably fixing jittering UI elements with TAA and the above mentioned seams/artifacts caused by "adjustScaledTexture". Enjoy.
  3. Not at all noticeable. It only applies to atmo/clouds though. If you add an actual sun with kopernicus (so that it will light up ships and terrain) it will be a bit slower.
  4. Specifically it's due to different land and ocean settings for this feature and the detection of coasts being a bit off. So a simpler way is to have the same settings for both.
  5. Not a known issue. Are there any other visual mods installed like tufx? Seems like an interaction issue or maybe an outdated eve version.
  6. I think it was as easy as enabling the camera's depth texture via https://docs.unity3d.com/ScriptReference/Camera-depthTextureMode.html So find every camera you apply the effects to and apply it like this https://github.com/LGhassen/Scatterer/blob/1bca4720cf9bad0062aa6fc11c894b90622de7f6/scatterer/Effects/Proland/Atmosphere/Utils/ScreenSpaceScatteringContainer.cs#L124 I can't really tell which anomaly you are referring to
  7. Because that's not the one overriding it, look in a different folder, if you have a visual pack installed look there
  8. You have to make it brighter if you want it to be brighter than the sun, refer to this page for settings https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-2
  9. I also found those isolated puffs very effective as clouds often present like that on sunny days, definitely going to try and have a balance of different types for the release. It's not ready for an experimental build or release yet however, so just have patience ^^
  10. Likely not worth the performance hit Edited: Just flew by one and it looked cursed maybe for a later version though
  11. Short answer is: I'm doing this in stages, I'm trying to nail the shading and technical aspects before the artistic aspects. The system I've got in place allows to configure and place various types of clouds but I haven't really focused on configs yet.
  12. Last couple of images for tonight, this time with a thicker atmosphere. Does this help them blend in better (ignore the weird shapes)? I think the localized fog/mist setting I showed a few pages back would make for a pretty convincing rain if placed under a big cloud, darkened and given a downwards speed. I think I may add an option to either randomize or set periods for density that way the rain can be configured to come and go, we'll see.
  13. Decided to go for a quick flight just after Ended up landing in this picturesque meadow Trees and grass by @Gameslinx
  14. This is how it looks in-game, maybe shadows came out a bit darker because of the darker atmo Pretty happy with the shading but they do still stand out from everything else
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