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blackrack

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Everything posted by blackrack

  1. Vapor cones? You mean for mach effects? That doesn't even need raymarching imo, the mach effect don't need to self shadow and they look pretty smooth. Volumetric smoke trails though could be an idea, but maybe for later.
  2. Scatterer changes the color of sunlight so if these particles took into account light color they would have it seamlessly. I'm not personally interested in modifying the particles shaders but if someone else wants to do it they just have to take into account _LightColor0 and it's done. This is a CKAN issue so try asking in the CKAN thread. Probably you can do a manual cleanup outside of CKAN. Like Poodmund said, these configs haven't been updated.
  3. Same, bad time to be shopping for a GPU though. When it's ready ™ I think I now what you mean but that's the least of my worries right now
  4. Show screenshots. It should look the same with eve-redux. The other side thing I have a fix for which I didn't propagate to eve. Guess I should unify the eclipse systems sometime, and improve how it's handled in scatterer to local objects and oceans.
  5. EVE does it for all the bodies so you can use it's eclipse system for now. EVE-redux uses the same soft eclipse shadows as scatterer now.
  6. Just pushed a small update restoring compatibility with 1.9.x 1.10.x 1.11.x, alongside 1.12.x, as well as compatibility with systems not supporting 3D textures (mostly old integrated graphics). Alt-f11 -> Atmosphere tab, and no need to write in a big font
  7. The current plan is to add these in EVE redux and maintain all the old features. Probably call these true volumetrics, or raymarched volumetrics or something like that. It is actually a limitation of eve redux's rendering that the volumetrics only become grayish and don't get completely dark at night, only real difference from the old eve. There are some variables in scatterer you can try to mess with from the UI that control the brightness of the 2d clouds and volumetrics separately, these were added for finetuning as scatterer changes the lighting on the clouds completely.
  8. @Jovzinthose configs are outdated, ask in the associated thread, and please spoiler that wall of config next time. I think you should probably get rid of that configPoint, the values are mismatched and all over the place for scattering and extinction, and they garble what you can do with the generation. Just copy the configPoint of stock Kerbin as it's neutral, your atmo will suddenly look thicker, then use the thicken modifier in atmo tab to make it thinner until you're happy, that should get you what you want. I'd recommend no longer modifying the configpoint settings now but keeping them at the neutral/default settings, as these are not physically correct and will get janky results, only use when absolutely necessary
  9. Got any screenshots of the body you're working on and your settings? Just use thicken with a value below 1 until you're happy. But remember that a very thin atmo can't have nice sunset colors. For stock planets like Kerbin and Laythe I found that the base scaled textures don't have enough brightness or contrast to look good out of the box even with a thinner atmo, I added some controls to fix that ingame, don't remember what I called them but you'll find them in the last big changelog.
  10. Yep, and there is a rescale button which increases the height scales but decreases the colors accordingly to rescale while keeping the same overall thickness.
  11. Hmm I detailed this in the changelog but didn't in the config tool section. So basically you don't need to pregenerate a texture or distribute any of the atmosphere cache files and you can completely forget about the proland tool. For a new atmo you just create/ship the atmosphere .cfg and the .half is generated when needed on the end user's machine directly and reused from there. A unique .half is generated from the atmosphere params and indexed with a hash, so even if you rename a planet or modify the atmo .cfg externally it will always generate or use the right file. Check out the .zip file scatterer comes in, there are no .half files included.
  12. This will be expensive can't tell you how expensive yet because I'm still working on it. Probably about as expensive as scatterer on highest or more. Thing is this should be compatible with other KSP versions, but you'll need the latest version for scatterer integration when this comes out, so 1.12+ for that... Asking the practical questions I see I'm still working on a system which will take an equivalent of the scaled space texture for cloud cover and "spice it up" with procedural textures for cloud cover and cloud types, or just use procedural all the way but nothing is decided yet.
  13. Yeah, that's not the same issue that is shown here: https://imgur.com/a/lstpYIK That's indeed the stock bug and why I confused the two issues at the start.
  14. That actually makes sense why it happens... An edge case I haven't tested I guess. Although the log spam itself should be moderate (once every second or so and not a full on every frame spam)
  15. Can you show this in motion? This looks like a stock bug of the scaled shader but I could be wrong, again the screenshots can't show much. Show it in motion, if it changes with viewing angle, while zooming in/out, from the ground etc Edited:NVM it seems I get this issue occasionally and it's caused by city lights and scatterer eclipses interaction.
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