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Everything posted by blackrack
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I'm using the fresnel equations but I think there is a problem somewhere in the refracted ray calculation. Basically when debugging the fresnel value visually I noticed that the "snell's window" seems twice as large as in the image above, yet my refracted ray seems to be hitting maximum angle sooner. I probably messed up something stupid in the transformation from ocean space to world space or whatever. If you look in the first image, you'll see 3 distinct zones, the center zone where you can see the sky, then the dark blue zone, then the outer, black zone at the edge of the screen. When debugging the fresnel value, zone 3 should be where we have total reflection and zone 1 and 2 are the same zone of refraction, where the refracted angle never reaches as low as the horizon. However what's happening up there is that in zone 1 the angle is refracted to go towards the sky, in zone 2 the angles are refracted towards the horizon or lower, which is why their shading is messed up, and zone 3 is total reflection. Plus there are these weird white spots and the whole look is off making me think something is off with the normals or whatever Anyway, I'm sure it's something stupid, I was tired last night and experimenting with something new. For the reflected component I haven't really thought about it yet but probably something similar to the distance fog you mentioned and if I can figure it out, some kind of light scattering depending on the viewing direction and the angle of the sun. I'll just have to research it and experiment a bit. Edited: Here's what debugging the fresnel value looks like, in red transmission and blue reflection, notice how much bigger it is than the one above.
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I'm trying to nail the look of the underwater surface look first, I can't put my finger on what it is exactly but something is wrong, and the view feels restricted to a very small angle, smaller than I expected. The surface seems a bit plastic-y as well. Not sure what's wrong, maybe it just doesn't pop like this I'll try again tomorrow. What galileo said, it's kerbin underwater.
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Water transparency based on depth and contact foam, how does this look? Looks like cloud shadows are too strong, configure them through EVE. Nothing to do with scatterer here. Can't see your image but in the log everything looks fine, are you on the latest EVE version? If so try disabling EVE integration from scatterer main menu and try running in forced dx11 or opengl. I don't see anything relating to scatterer is it installed correctly?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Ok, thanks for the clarification, just looked at the texture file and it's horizontal. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Well this is weird, I tested with Tellumo from galileo's planet pack the other day and it works correctly with both new and old shader, no rotations involved. Does this happen to every body or only certain ones? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
And it works with the default shader before rotation? What about after? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Can you check your log for errors? And what do you mean by "rotated the texture"? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
It's correct, so with the latest version of kronkus and Kopernicus I will have this issue? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Ring shadow shouldn't be affected. Where did you put the .dll? Alternatively just give me which mod adds Kronkus and let me check it out. Edited: nvm the mod is kronkus but what kind of planet is this http://i.imgur.com/75iYR2F.png -
No everything looks fine, if the lowest config point is 200 covers 0-200. try different values of experimentalAtmoScale and see if there is any effect at all. Else try slightly lower values of HR and HM in the config tool Ok, guess I will check it out with KAC when i have time. Cool, i will try to check SB out when I can.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Did anything at all change between the .dll I posted above and the previous version? -
Just tweak the cloudColorMultiplier from the scatterer UI or disable EVE cloud integration from main menu. normally, this box surrounds the camera and you can never have this viewpoint of it. Are you using any mods that affect camera position? That's just how it's supposed to look and this mod doesn't do clouds. I can't tell what's wrong from the log but maybe you're using one of the early versions of scatterer with EVE cloud integration or a slightly odler version of EVE. or maybe the config for the clouds is messed up somehow. Just move the bias up a bit until the artifacts go away, the trick is to make the artifacts go away without compromising shadow precision too much. Does just installing sigma binary cause this issue or is there a specific way to configure it or use it that causes this? What does sigma binary do exactly? Lots of people have this issue, just change scenes. It's on my list to fix but I can't reproduce it reliably and haven't looked at it enough yet. I don't know, never seen this. Did you manage to get rid of it? Just change scenes for now and it should fix itself, no idea what causes it.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
I fixed the issue with the new ring shader not appearing on certain bodies. I made a pull request to the Kopernicus repo, and meanwhile you can download the fix here: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w