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blackrack

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Everything posted by blackrack

  1. Yes, unity 5 added Material.SetOverrideTag which allows anyone to override these easily. I do this for the terrain shaders on scene load. If you find out the name of the problematic shader I could add it to the list.
  2. The first issue is more of a limitation of the godray technique used, the only fix atm is to disable godrays. For the second one just hit "rebuild ocean" in the scatterer UI. For the third one I'm not sure, it depends if procedural tanks uses it's own material or some other material that doesn't have the opaque tag, if it's indeed the case it shouldn't happen with the near camera and should only happen with the far/01 camera. Well, there are two different flickering issues, try setting the near plane value in main menu to a higher value, if that doesn't fix it then it can't be fixed at the moment. Try pressing "rebuild ocean". If you can't click anything in the UI it might be that the UI is set higher than your screen height, try lowering the scroll section height value from main menu scatterer menu.
  3. Ah yes, that's just the shader not having the "opaque" tag, and so, getting ignored by the custom depth buffer. Originally, in 1.1 all the terrain shaders don't have the opaque tag, I iterate through them and add the tag to make them work with scatterer. The fix as simple as adding "PQS Main - Extras" to the list I'm modifying, I'll have it fixed in next update.
  4. The reason this happens in the first place is because of the "draw atmo on top of eve clouds" option which makes things look coherent (especially at the terminators), however it results in issues over the mountains and other terrain features. No proper way to fix at themoment until the scattering effects are integrated directly in the EVE clouds, I was working on this a while back and when I have free time I will resume work on it. See here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip11-scatterer-atmospheric-scattering-v00244-17042016-11-compatible-faster-loading/&do=findComment&comment=2503840
  5. You could try making the edge brighter through rimExposure. If you just want to make it higher the only way is to make the atmosphere higher.
  6. Wow, that looks really good. I just noticed the polygonal edges around the atmo, how high do you have the atmo set? I'll try to fix it soon.
  7. Well as long as it works, the title isn't really a priority. I'll update everything and try to fix problems when I have time.
  8. Thank you all very much. Have you tried pressing "rebuild ocean"? What poodmund said, also in the config tool you can make the atmosphere look 2x thicker or 3x thicker by multiplying all the betaR components, e.g. 2x thicker betaR for Kerbin = 0.0116,0.0270,0.0662. I used something similar to give Eve a thicker atmo. Anything in the debug log? Does the ocean work? Does postprocessing work? Does lens flare work? Not yet no, haven't had time to do it. Not at the moment but I will try to get them fixed soon. You can disable the ocean shaders if your GPU can't handle them.
  9. So... I got a real job with a major software company, I didn't do great in all the technical questions but apparently making and maintaining a mod like this is a huge selling point. Thanks for everyone who supported me and supported scatterer over the past year, it means a lot to me. I will be back with more neat stuff once things settle down.
  10. Try forcing it off and see if it makes a difference. Welcome to our orbital pool facility, would you like another drink? Check if rebuilding the ocean fixes it.
  11. You're using both the scatterer and EVE eclipses, disable one of them. This has something to do with anisotropic filtering, try changing options from your driver. In older versions of the mod this used to happen all the time and had a dedicated option for it. Alright I'll check it out.
  12. Please confirm if this goes away or not if you press rebuild ocean in the UI, ocean settings section, just to check if it's related to the other issue. Thanks. For titan-like atmospheres you can also try playing with the extinctionScatterIntensity setting, it gives mixed results but might be cool, another trick (which I might have mentioned before) is you can generate a thicker looking atmo, by multiplying all the betaR components by 2x or 3x in the config tool, I got a good Venus-like look from it once. Also, in the first image, I'm not sure but it looks like the rings might be drawing between the extinction layer and the atmo color layer, since EVE recently bumped up it's renderqueue by +1 and I bumped up the atmo's renderqueue to match it's totally possible, I'll check it when I can, for reference, here's how the rings looked last time I fixed them for 1.0.5 http://i.imgur.com/r82RziF.png I expect I'm going to be busy for a while now, but when I get back to working on the mod I'm also planning to have the ring's shadow cast on the planet, which will be even cooler (but might require some orbit/ring tilt for full effect)
  13. Extinction tint is the same as the sunset color, which tends to be the opposite of betaR at default atmosphere thickness. You can try giving the extinction tint a negative value, I did something similar once for Duna.
  14. Yeah, it's the same issue, I will look more into it in the future, most of the time I cannot reproduce it, but sometimes it's there.
  15. This is why I've been shilling the windows 64bit workaround for a while.
  16. Alt+F10 will bring up the UI, press "ocean settings" then scroll down and press rebuild ocean. Post the log file or whatever NRE spam you're getting
  17. Sun flare is broken on OpenGL at the moment. Make sure you don't have two scatterer directories or two scatterer.dll files in your GameData folder. Don't force directx11, shaders are broken in directx11 at the moment and cause a crash or don't work at all.
  18. Alright, nothing you can do at the moment. Well, there doesn't seem to be a solution there though, I might just include the shaders compiled with unity 4 and only use them when directx11 is detected, then again they work for me but might now work for everyone.
  19. So it seems some of you guys are confusing two completely different issues, the flickering issue referenced in the changelog and the known issues section is this: https://www.youtube.com/watch?v=hLX9f2OOFtk Now I would like to know if this was really fixed or if it still occurs. The other is a fov-related issue which happens with the ocean appearing to be stuck at the old fov when you change your fov, this can be fixed by pressing "rebuild ocean" after you change your fov, I will fix it correctly when I can. See above. I am not sure this is the same issue, reading the text, it seems this affects non-dx11 cards failing to run a dx11 shader because the dx9 fallback isn't kicking in or something similar. Whereas I'm failing to run a dx11 shader on a dx11 card.
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