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blackrack

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Everything posted by blackrack

  1. So it looks like both the stock scaled space and terrain shaders support multiple light sources (overexposed for testing): The stock sky doesn't but for the scatterer sky we're already covered Looks like I have all the tools to get planetshine working. Only thing that is missing is making the light intensity vary with the phases of the moon/other light source. The issue is that I can't adjust the intensity of the light independently for planets lit by the same light. Also the light is assumed to be a point light for now, I will try changin it later to a spotlight so objects on the dark side of the reflecting moon don't get lit. I will check this out. I haven't tried to fix this yet but I believe this bug is related to the other ocean bug I just fixed, I believe both are caused by faulty mipmaps. I cannot replicate this bug on my machine but I will try to post other versions here for you guys to test.
  2. Can't you just feather the "banded" layer in photoshop or is there something else I'm missing?
  3. Beautiful. Now if only these things served a purpose in-game...
  4. Technically stockalike solar system mod should work, but someone has to make the configs for it. Unless you're getting errors or something else.
  5. For now I'm doing a depth buffer check for macro space, it's not really expensive by itself, but these depth buffer checks are adding up in all the shaders... That's more or less what raycasting does, but with simplified colliders for the sake of performance. In this case far-away mountains have colliders disabled.
  6. I'll keep looking into it, for now all I can suggest is to try a different video mode or different settings for KSP or for your graphics driver.
  7. It doesn't, the stock sunglare is rendered behing objects by default, it doesn't actually check if it's behind mountains or not, only checks for nearby objects and celestial objects, definitely works with raycasting also.
  8. So I've ran into a big issue, I'm using raycasting to determine when to draw the sunglare and when to hide it, and it seems to work very well however the mountains in the distance don't seem to have any collliders (understandable for performance), which results in this: It's only later when the sun is hidden behind the nearby grass that it works: The stock sunglare deals with this by simply not dealing with it and always rendering behind everything: (disabled sky so you can see the flare better) That is wrong imo and makes shots like these a lot less interesting as the glare and the flares will appear to be behind the craft and won't really give the effect of looking into a strong light source: I could probably fix this by taking a look at the depth buffer but I would rather not for performance. Additionally since the flare is being rendered to the near camera, it can't access the native depth buffer of the far camera. This is not a problem in dx11 and opengl as I'm already using a custom depth buffer but in dx9 it would mean also having to use the custom depth buffer which is a bit slower than native. Any ideas?
  9. My old 560 Ti ran it very very well, so your GTX 660 should also be enough. Unless maybe if paired with EVE or at higher resolutions. Well, tbh my inspiration for this is space engine, not full anamorphic/cinematic but stylized. I think I'm going to settle for this look:
  10. For people who want to disable the lens flare, what should I do? Give the option to leave everything as it is right now, with the scatterer simple sun texture in atmo and the stock one in space or maybe you want something else?
  11. I personally like it when it's really subtle, so I'm trying to get it looking subtle now. And of course it will be togglable and configurable. How does this look? In space it might still be too strong. @Proot get over here.
  12. The problem is, there isn't anything in the log files that would help in the case of shader artifacts. It isn't an "error" per se. If I can figure it out I'll get it fixed though so stick around.
  13. Ok, try the other things I mentioned. And are these artifacts there all the time or only occasionally? Do they still appear when you disable postprocessing?
  14. Is this downloaded through CKAN or from kerbalstuff? Try forcing dx11 or opengl and see if it makes a difference. Also, try without any other mods to be sure.
  15. I see which feature you're talking about and its already on my list The current rim settings are just to have different exposure on the edge of the atmosphere than on terrain (previously the rim used to be too dark compared to the rest of the planet) and also kill the extinction on the edge because it was causing a "halo" effect on the starfield/planets behind it. So these are different things but you're right the naming might be confusing.
  16. I like the first one a lot more, it feels so natural I wasn't sure it was KSP at first. Not sure about the issues you're getting though, I tested with EVE and everything seemed fine, perhaps something to do with RSS, I will check again.
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