blackrack

[1.0.5] SkyTonemapper - Improves the stock sky (updated 01/03/2016- v0.2)

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Important: As of 1.1 equivalent functionality has been made stock and this mod is no longer needed.

Several people asked for this to be made into a separate mod so here it is.

What does this do?

Makes the stock sky prettier, removes banding effect. The difference isn't amazingly big but it still makes the sky more pleasant to the eye.

Any comparison pics?

Sure,

 

Is this based on or part of scatterer?

No.

How does this work?

Apprently the stock sky is rendered in HDR and someone forgot to take the results back to LDR resulting in a very weird sky. This applies a tonemapping function to the scaledspace camera, "fixing" the sky and making it look more pleasant.

Does this work on all planets

Yes, stock planets and kopernicus planets should all work.

Does this work alongside scatterer?

Yes, but with scatterer you don't need this, in fact using this with scatterer decreases the image quality.

How do I change the settings?

Alt+f10/f11

Download link: http://spacedock.info/mod/323/SkyTonemapper

Source: https://github.com/LGhassen/SkyTonemapper

License is do whatever you want

Changelog:

0.2 - Added persistent settings
0.1 - Added checks for which scene is loaded, fixed nullrefs at start

 

Edited by blackrack

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Doesn't EVE Overhaul do something similar?

Anyways, very nice plugin blackrack. :)

EVE overhaul (and scatterer) do a full replacement of the stock sky. This just unlocks a hidden feature that makes the stock sky look better, it's very light. I stumbled upon this on accident while working on scatterer and people asked for it to be a separate mod.

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very simple thing but it makes scatterer look even better. nice one!

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Is it compatible with 1.0.5 ? Thank you !

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[quote name='MegaUZI']Is it compatible with 1.0.5 ? Thank you ![/QUOTE]
just tested it, seems to work fine.

bravo, blackrack, this is splendid.

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[B]EDIT: Posted in the wrong thread

[/B]New question however: Where does this file go to be installed? Edited by Piberius

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How can i save my setting?Every time i start the game setting is default (250).Is there even possible to save custom setting,or different settings for different bodies?

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40 minutes ago, Delta_8930 said:

Does this work with 1.0.5?

Yes, it does :)

*Bumps for new DL*

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I've put a new download link for this and made the settings persistent.

 

On 2/18/2016 at 4:12 AM, ForgiLaGeord said:

KerbalStuff is dead, it'd be great if you could reupload somewhere.

On 2/18/2016 at 1:12 PM, superm18 said:

just bumbing this thread for a new download link

On 2/25/2016 at 9:02 PM, Delta_8930 said:

Does this work with 1.0.5?

On 2/25/2016 at 9:42 PM, MrMeeb said:

Yes, it does :)

*Bumps for new DL*

Sorry about that, I tend to completely forget about this mod.

Edited by blackrack

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Silly me, I forgot to hit the "publish mod" button yesterday on spacedock, it's fixed now.

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@blackrack This is gorgeous! :)

But I have a question - is there any chance for separate water shader mod from scatterer like this tonemapper?

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9 minutes ago, ZobrAA said:

@blackrack This is gorgeous! :)

But I have a question - is there any chance for separate water shader mod from scatterer like this tonemapper?

I could give it a try, one problem is that the water illumination, sun reflection color/intensity and other information like that come from the precomputed sky irradiance table, which is part of atmospheric scattering. Anyway I suppose I could frankenstein it, however I really don't see the point of having the water shaders with the stock sky, I can't imagine it looking anything other than horrible. Perhaps you could explain what you see in that possibility.

Edited by blackrack

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@blackrack Well, I don't like stock water mostly because of two things:

  1. Waves pattern and it's animation is too primitive, also tiling is too annoying from the distance. Also I never get feeling of speed just by looking at stock water, that is pretty immersion breaking for boats and low altitude atmospheric flight.
  2. The fact that we can see seabed hundred meters deep :confused:

Scatterer is pretty good for stock, but I use custom rescaled planets and alot of scatterer features did not work right for me...

Edited by ZobrAA

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5 minutes ago, ZobrAA said:

@blackrack Well, I don't like stock water mostly because of two things:

  1. Waves pattern and it's animation is too primitive, also tiling is too annoying from the distance. Also I never get feeling of speed just by looking at stock water, that is pretty immersion breaking for boats and low altitude atmospheric flight.
  2. The fact that we can see seabed hundred meters deep :confused:

Scatterer is pretty good for stock, but I use custom rescaled planets and alot of scatterer features did not work right for me...

You can reconfigure everything to work just fine for rescaled planets, only issue that may crop up with bigger planets is z-fighting.

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38 minutes ago, blackrack said:

You can reconfigure everything to work just fine for rescaled planets, only issue that may crop up with bigger planets is z-fighting.

I've tried several times, but... And yes, z-fighting looks horriburu ^__^

So... Well, answer "no" is also an answer. I will not appreciate SkyTonemapper any lesser without water-scatterer :) I've just thought that another simplistic visual mod would be cool. :)

Edited by ZobrAA

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5 minutes ago, ZobrAA said:

I've tried several times, but... And yes, z-fighting looks horriburu ^__^

So... Well, answer "no" is also an answer. I will not appreciate SkyTonemapper any lesser without water-scatterer :) I've just thought that another simplistic visual mod would be cool. :)

Well, I might still do it one day, but nothing planned at the moment.

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I actually wondered if terrain shadows could be separated as you said you used the stock shadow system...or something?

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33 minutes ago, Manwith Noname said:

I actually wondered if terrain shadows could be separated as you said you used the stock shadow system...or something?

Yes, it's literally 5 lines of code. 

QualitySettings.shadowDistance = 100000; //or a variable

foreach (CelestialBody _sc in CelestialBodies)
{
	if (_sc.pqsController)
	{
		_sc.pqsController.meshCastShadows = true;
		_sc.pqsController.meshRecieveShadows = true;
	}
}

I guess I could make it into a separate mod too, if someone else wants to do it don't wait on me though.

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