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blackrack

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Everything posted by blackrack

  1. Well I did some quick testing, just to get an idea, with different munshine intensity values at 0.01 intensity 0.1 intensity: 1 intensity (as bright as the sun) Bonus album: Munshine at 0.1 intensity
  2. Although this will make the Mun appear a little brighter as there will be a small "aura" surrounding it from scattered light, I expect it will not look anywhere near that, I will do some tests later.
  3. Or you can try this .dll which should have fixed it https://raw.githubusercontent.com/LGhassen/Scatterer/cf6c44a5ad3cf7a7f7c30a2437aa0e7c10f8e4bd/scatterer/bin/Release/scatterer.dll
  4. Don't notice a hit with my laptop with 1 planetshine source, I would assume with 2 or 3 it should also be the same. Just planetshine values. It's already tweakable by a float value , though only through thr config file, maybr I'll add a ui thing later.
  5. Some progress on planetshine, light now affects terrain and ship and not just atmosphere and oceans (what I showed last time). Light is a point light with a cubemap "cookie" which controls light intensity in all directions, I found this works better than spotlights. It also works in space and affects all planets. Color and intensity to be tweaked later. It could but I definitely don't want to be the one who implements this, my head still hurts when I think about the last time I modified the ocean math.
  6. I fixed this and will release it soon. Edited: You can already try this dll and see if it works: https://github.com/LGhassen/Scatterer/raw/planetShine/scatterer/bin/Release/scatterer.dll
  7. Laythe's sky during daytime: Laythe's sky at night (lit by Jool only, placeholder color and intensity): Edited: Extra shot from map view:
  8. This seems to get reported a lot recently, I will try to investigate it this weekend. Looks like the shader is messed up for some reason, can you try running opengl or dx11? Did you remove the -force-D3D11 argument? it sounds like you're just disabling the alternate d3d11 shaders option from main menu. Lower the near plane value from the main menu. Due to a bug in unity 5, directx 11 shaders either don't work or crash the game on load. When forcing directx 11 this option loads a different set of shaders that have been compiled with a different unity version, this fixes dx11 for most people. When using dx9 or openGL this option does nothing.
  9. Only Kerbin/Earth is a special case as the transformName for the home planet is hardcoded to Kerbin, all other planets can use their ingame name.
  10. It's a known issue, some people have it worse than others (mostly high-end rigs). Take all the betaR values and multiply them by x2, x3 or x4 and so on until you find what works for you, also lower the postprocessing_depth value. The sunflare shader doesn't work with F1 supersampling, this will be fixed soon, ocean shader used to have the same issue and it's fixed now.
  11. It is, it's the "disable scaledSpace ambient light" option.
  12. I see, so this is the effect in question: Looks good, are there any albums around? I won't be firing up the game for a while.
  13. So what is this new technique I'm hearing about? What did you change rbray?
  14. Check you don't have globalOceanAlpha set to 0 in the lowest config points. I think if the flare were to stay the same size and fade in brightness it would look quite weird. I think a better idea would be to keep the scaling but make it non-linear or change how much it scales by distance to the sun and make the gradient configurable. What do you think? For the second one, maybe adjust the extinction? I see what you're trying to make but the sunflare system isn't really appropriate for this, what you need is to render a mesh around the sun in the scaledSpace layer so it looks coherent and gets occluded correctly by objects, while the sunflare system renders on top of everything in the nearest camera.
  15. Not at the moment. Yes, somewhere after the release of 1.1 the aliasing was highly reduced, might still happen with OpenGL though. In the main menu there is a setting called nearClipPlane which does this, the default for KSP is 0.1 or something like that so you could try that, it makes the ocean look really spazzy on the coast though. It's mentioned in the known issues section in the OP. I still don't get why people make a fuss about this since it only happens in the KSC view and fixes itself everywhere else. Could you post some screenshots of the issue to help me visualize? Also I don't really know what these PQS settings do, it would be helpful if you narrowed it down to the exact settings that caused the issue. Go in the planetsList.cfg file and delete all planet entries.
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