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Knight of St John

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    Waterfall Painter

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  1. Yes, this has been always the case for restock textured rapiers. I think I can probably fix this... but it's more a matter of finding time and motivation for me haha.
  2. That's weird. That plume wasn't even altered recently. It seems to be interfering with the sun flare, which is scatterer?
  3. Yea, I'm subscribed, so I noticed. Thank you for the free advertisement Yes, there is, and you can do it it mostly through config file editing, and a little bit of scaling of the templates in the in-game waterfall editor (top right corner). You just have to look at how I configured the vector with multiple templates, then do the same thing to the terrier, and after that, go in-game and rescale/move the new template so it fits to the terrier engine bell.
  4. Well, here we go for another release: version 0.7.0 New features: • added new plumes to the Rhino and Skiff engines • landing gear lights now have waterfall effects too Together with the newest version of the waterfall mod, the following bugs are fixed: • some plumes aren't visible at night or in planets shadows • some plumes are visible through parts
  5. Using a custom mesh would certainly be possible. you'll have to import it into unity to test them in combo with the shaders waterfall provides. Though, there is also something to be said for making a mesh generator script in unity itself that generates the vertices and triangles where you want them. For both these option, I think your best bet is to use the additive dynamic shader, but i'd have to check if the code can work with non-cylindrical meshes. Furthermore: if you are comfortable working with shaderlab, it's also possible to write a custom shader that uses the existing cyllindrical mesh (used by the additive dynamic shader), and deform the mesh in the vertex shader pass. Any of these options would be a possible route for you. Using the older additive dynamic shaders, it is rather finicky to get them to look decent from extreme angles (like straight behind) but we've found a few ways of dealing with this in our plume designs. However, these tricks aren't really usefull for the distortion effect, so we're kinda stuck with what we've got there. Not to long ago, some new volumetric shaders were added that look good from all angles (because they use a ray-march-like algorithm), so I've been using those in my more recent designs. I've been thinking about maybe doing something similar for the distortion shader, but that's probably a major time investment for me. So, not sure if I'll be doing that.
  6. Both of these are bugs in one of the shaders that waterfall uses. In the shortly upcoming update, they will be fixed. I believe that these issues will also be dealt with in the coming update, though I was not responsible for the fix. I guess you can test it when the update arrives. same story here. Will be fixed in the update.
  7. Well, personally, I just use the realplume configs for the SRBs. I dont really feel like waterfall can add that much more to them.
  8. I gotta say... it is a little confusing...
  9. Ah thank you so much. I was looking around the whole day yesterday, and arrived at that solution as well, but didn't know if it was correct. the syntax example is also really helpful. UPDATE: this was indeed the fix we needed. thanks again!
  10. There is something else for which I would love some input from the developers of Scatterer. With one of the effects in waterfall, a shader more specifically, I'm using a custom depth test in the pixel shader. This is necessary for detecting plume collisions with solid objects, and subsequently adjusting the visuals of the plume so that you don't get ugly clipping effects, much like the one Rakete encountered above. For this, I need access to the _CameraDepthTexture resource in my shader. This works fine in KSP, unless when the craft is in a planet's shadow, like at night. Then, the KSP rendering pipeline suddenly changes and the _CameraDepthTexture becomes unavailable, and the shader receives a default grey texture instead, bugging out the effect. I believe this is because KSP doesn't need to render shadows anymore at night (or behind planets) and therefore drops a number of render passes, including the one where the _CameraDepthTexture is created. (probably because thats necessary for creating shadows). here is an illustration of the bug happening in a renderdoc capture, just before sundown: and this is right after sundown: In order to fix this bug, I somehow need a way of reintroducing a pass where the _CameraDepthTexture is created. However, I've noticed that when Scatterer is installed, this issue is fixed, since Scatterer also needs the _CameraDepthTexture, even at night (or that is my conjecture). So I guess yay for Scatterer . However, I would love to know how I could fix this on my end as well. I'm rather new to working with the rendering pipeline, so I thought to ask the experienced people for some guidance.
  11. Yes I've noticed this too. it's caused by the mesh being very close to the engine bell wall. it also happens with other configs. this issue will be fixed on my end with the newer plumes I've been configuring (vector, mammoth, rcs, nerv, and more to come), because those use a different effect for engine bell glow.
  12. Just to let you all know: I've found a fix for the bug where plumes are visible through parts when anti-aliasing is disabled. When the next waterfall (so not SWE) update comes along, it'll be fixed. I've also found the cause for the bug where plumes aren't visible at night or in planet's shadows (unless if you install Scatterer). I'm working on solving this too, hopefully also in time for the next waterfall update.
  13. Ah. Yes that's the goal. Since the waterfall update from a while back, I've been slowly using the new shaders to update older plumes, to make them look better, but also perform better. I'm just rather busy, which means progress is slow. next up, I think I'll revamp the poodle and terrier methalox plumes. maybe also the cheetah, wolfhound and skipper.
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