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Everything posted by blackrack

  1. That's just an issue with the atmospheric scattering algorithm scatterer is based on. No fix yet. Disable this option: https://github.com/LGhassen/Scatterer/wiki/GeneralConfig#disabled-scaled-space-ambient-light-disableambientlight
  2. How clouds are born: https://gfycat.com/leadingimmediatebobcat Check if AVP has not disabled those cloud shadows on purpose (they used to be super slow pre-redux). With that said the cloud shadows work in this version and you shouldn't use the 1.8 version.
  3. Check if this fixes it: https://drive.google.com/file/d/153_q_jzNkWMjmgbDgNGXbRvOoJQfqptr/view?usp=sharing I suspect this should be easy to fix but I may be wrong. Wait until I get a chance to look at i. If you have mods overriding the config via MM patches, then saving to file is disabled because it will override the original files with the contents of the MM patch, which is agains the whole point of using patches. You need to find the patches overriding the config in the SVE (probably) folder.
  4. Test version for the multi-sun support: https://drive.google.com/file/d/1FH5K58y2yZxXyUeZStgrOL3e1Geu9sxN/view Full changelog: - Support for light from secondary suns, secondary suns don't cast shadows, eclipses, godrays, cloud shadows, caustics/lightrays but can now light up the atmosphere and clouds - New "cloudIntegrationUsesScattererSunColors" parameter in planetsList: When set to false, will use the real sun colors for clouds (for main sun and secondary suns), when true will use scatterer's sun colors, defaults to false. Tested with prometheuse and it seems to get the clouds to look like your first image from above. Backside seems a bit too lit from the blue star though so perhaps check the intensity configured in the secondary suns. - New "sunsUseIntensityCurves" parameter in planetsList: When set to true, both main sun and secondary suns will use the intensity from the star's intensity curve. Defaults to false for retro-compatibility. - Make scaledSpace eclipses apply only to the main light, additional lights/suns can light up the eclipsed area - Fix eclipses applying to the dark side - Handle light extinctions for secondary suns in local space - Fix SMAA blurring text and other cockpit elements in IVA (most noticeable with ASET and rasterpropmonitor) Syntax: Scatterer_planetsList { scattererCelestialBodies { Item { celestialBodyName = whichever ... secondarySuns { Item { celestialBodyName = nameOfYourSecondarySun sunColor = 1,0.7,0.35 (replace with your color obviously) } ... } } } Some cool pics: Check my answer on github
  5. Saw this posted today: Looked familiar In the ocean tab, lower wind_speed and/or AMP Use the config tool linked in the OP, it's (partly) explained there
  6. This is during an eclipse isn't it? The way the eclipse is applied to the sky isn't perfect. As for the volumetrics disappearing abruptly, you appear to be using SVE, it's up to SVE to configure the fade out and visibility distance correctly.
  7. I don't see anything wrong, but I'm also on mobile so can't see super well. All I see is the stock corona (which is supposed to remain) + the scatterer flare, can't ser the stock flare.
  8. Do you have any screenshots of the problem? Put everything except cityLights and celestialShadows
  9. What you see here is the difference between real AA, that takes multiple samples, actually adding information to the scene, and post-processing AA that just smoothes over aliased edges. For the red one, the geometry is well present, so smoothing the edges goes well. For the green one, there isn't enough information to work with in the base image, that's where MSAA's additional samples add detail, and can actually resolve the thin geometry. For what you're giving up with projector mode though check this post: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19-112-scatterer-atmospheric-scattering-00772-18062021/&do=findComment&comment=3908432
  10. Make sure the game's MSAA is enabled after you switch back to projector mode (normally it should be re-enabled). Also can you take some clean, preferably uncompressed screenshots? Compression in video doesn't help
  11. This pretty much explains everything. I will just add that in depth buffer mode you can also use TAA, but it has other issues with flickering shadows. So pick your poison in the end.
  12. No, unless unity supports async GPU readback on non-directx. I had a CPU version but it's too slow. For people with macbooks I'm assuming they don't have heaps of CPU power sitting unused, plus I don't want to support and juggle both implementations. For people with Linux, they can probably run the wave interactions with proton/dxvk.
  13. Shadows no, lights though yes. Note that if you increase the first split from 0.0015 to 0.005 you're actually sacrificing the resolution of shadows closest to the camera, because you're making the lowest shadow cascade cover 0.5% of the max shadow distance, while it was 0.15% before. but yeah, adjust to taste. I really don't have anything to say apart from what the unity documentation says: https://docs.unity.cn/Manual/shadow-cascades.html Just get a good shadow resolution and try to get an even cascade split distribution. Lower the max shadow distance if it's still not enough so that you get an enough resolution where it matters to you.
  14. See https://github.com/LGhassen/Scatterer/issues/68 No real fix apart from lowering shadow distance, increasing shadow resolution or playing with the shadow cascades distribution, it's up to you.
  15. Sounds like you have 3 copies of scatterer installed... Are you on directx11? Post a screenshot from KSC looking towards the mountains at sunset when the sun hits the mountain edges, and your shadows and scattering config screens.
  16. For the godrays, you need to enable them and enable terrain shadows, easiest is to pick the "very high" preset from scatterer menu in the KSC screen. For the other issue, check in the OP how to report an issur because that doesn't tell us much.
  17. Just pushed a quick update with the fix for city lights with the latest scatterer versions (0.0770+).
  18. Just uploaded a new version with all the previous fixes + a compatibility fix for TUFX's AO (0.0770 prevents it from showing up). Full changelog: - Fixed a few issues with stuck images on-screen, in some cases during re-entry or when cheating a craft to another planet - Fixed screen becoming black when crashing command part - Fixed oceanFFT nullref spam - Fixed incompatibility with TUFX ambient occlusion
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