Red Iron Crown Posted July 25, 2015 Share Posted July 25, 2015 :drool: That looks simply amazing. Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 25, 2015 Share Posted July 25, 2015 Magic hour on Duna:http://imgur.com/a/S0kSCLots of horizon artifacts to fix.http://i.imgur.com/9J5qTDl.jpgcompare with a real image:http://www.jpl.nasa.gov/images/msl/20150508b/pia19400-16.jpgRim blend and rim power do control the "edge glow" effect, they are actually a component of the stock atmosphere shader but I kept it because it looked good with scatterer. If they don't seem to do anything maybe you have the stock shader completely disabled in RSS.Unfortunately the horizon line issue starts arising when you change the atmosphere height too much, I just ran into the same issue with my Duna config and will start looking for a fix soon. Wow. I want to test that! Quote Link to comment Share on other sites More sharing options...
Yukon0009 Posted July 25, 2015 Share Posted July 25, 2015 No, that's an EVE bug with the city lights. Quote Link to comment Share on other sites More sharing options...
makkz Posted July 25, 2015 Share Posted July 25, 2015 I just realized after trying those again, sorry. Is there a fix?Sorry about deleting the post, I thought it didn't have a reply. Quote Link to comment Share on other sites More sharing options...
Yukon0009 Posted July 25, 2015 Share Posted July 25, 2015 Reload KSP and hope it goes away, or delete the CityLights folder in BoulderCo. Quote Link to comment Share on other sites More sharing options...
MoeKitsune Posted July 25, 2015 Share Posted July 25, 2015 I want this. I want magic Duna sunset/sunrise. Quote Link to comment Share on other sites More sharing options...
Vandest Posted July 26, 2015 Share Posted July 26, 2015 It bodes well! It will be awesome!! Quote Link to comment Share on other sites More sharing options...
Prasiatko Posted July 26, 2015 Share Posted July 26, 2015 (edited) Any idea what could be causing concentric black circles to be appearing on the water when this is installed? Is not EVE as tried uninstalling that to no effect. I have a Radeon 7950 if it being an ati card makes any difference.Running in Dx11 too.EDIT: Nevermind Dx11 was cause, works fine in DX9 Edited July 26, 2015 by Prasiatko Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 26, 2015 Share Posted July 26, 2015 Rim blend and rim power do control the "edge glow" effect, they are actually a component of the stock atmosphere shader but I kept it because it looked good with scatterer. If they don't seem to do anything maybe you have the stock shader completely disabled in RSS.Unfortunately the horizon line issue starts arising when you change the atmosphere height too much, I just ran into the same issue with my Duna config and will start looking for a fix soon.Looks like an issue with the depth buffer. Is depth data for the terrain being written at all do you know? Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 26, 2015 Author Share Posted July 26, 2015 Looks like an issue with the depth buffer. Is depth data for the terrain being written at all do you know?Not sure what you mean here but the sky shader does not depend on the depth buffer. Quote Link to comment Share on other sites More sharing options...
JaredTheDragon Posted July 26, 2015 Share Posted July 26, 2015 Are these the moire patterns? Is there any way to fix this in DX11? GTX660 here, if that makes a difference. The atmosphere otherwise looks just splendid.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
sashan Posted July 26, 2015 Share Posted July 26, 2015 I have the same patterns on dx11 and Nvidia 740m. By the way, they aren't visible when in Space center view. Quote Link to comment Share on other sites More sharing options...
Grach Posted July 26, 2015 Share Posted July 26, 2015 Are these the moire patterns? Is there any way to fix this in DX11? GTX660 here, if that makes a difference. The atmosphere otherwise looks just splendid.http://imgur.com/a/DwTanI have the same patterns on dx11 and Nvidia 740m. By the way, they aren't visible when in Space center view.It's already been said that DX11(and OpenGL) causes issues with the mod. However the mod is stable with DX9 so you can use that.EDIT: blackrack, I really think you should make a list of known issues on the first page to prevent the same questions being posted. Quote Link to comment Share on other sites More sharing options...
Fl0oo Posted July 26, 2015 Share Posted July 26, 2015 I need EVE for this? Tnx Quote Link to comment Share on other sites More sharing options...
Prasiatko Posted July 26, 2015 Share Posted July 26, 2015 It's already been said that DX11(and OpenGL) causes issues with the mod. However the mod is stable with DX9 so you can use that.EDIT: blackrack, I really think you should make a list of known issues on the first page to prevent the same questions being posted.I agree i initially dismissed DX11 as cause as there was a configurator for it on the first post. Quote Link to comment Share on other sites More sharing options...
V8jester Posted July 26, 2015 Share Posted July 26, 2015 I need EVE for this? TnxIt's not a requirement, just works well with it. I myself use 7-4 but overhaul works well too. Quote Link to comment Share on other sites More sharing options...
FireFaced Posted July 26, 2015 Share Posted July 26, 2015 Does anybody know how to make this work with KScale2 or have a config for it? Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 26, 2015 Author Share Posted July 26, 2015 (edited) Does anybody know how to make this work with KScale2 or have a config for it?I saw screens of someone using it with Kscale2 earlier today so I'm assuming it works. it looks quite good too, the new scale goes much better with the scattering effectshttp://i.imgur.com/mTV6x0o.jpghttp://i.imgur.com/QID25IR.jpgHaven't tried it myself though. What seems to be the problem? Edited July 26, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
JaredTheDragon Posted July 26, 2015 Share Posted July 26, 2015 It's already been said that DX11(and OpenGL) causes issues with the mod. However the mod is stable with DX9 so you can use that.EDIT: blackrack, I really think you should make a list of known issues on the first page to prevent the same questions being posted.I know it's an issue, and even posted screens of it. My question was how to overcome the issue. DX9 and OGL aren't an option anymore for my playing style (with tons of mods, in 1.04) and so if nobody's fixed the moire patterns, I'll have to wait until someone does. Given the nature of moire patterns, it doesn't seem impossible to fix, since we fix this all the time in other programs. Could we not exclude the water from Scatterer as a start, somehow? Quote Link to comment Share on other sites More sharing options...
sashan Posted July 26, 2015 Share Posted July 26, 2015 Scatterer with excluded water looks weird an ugly. I've captured the moment when Z-fighting was invisible, here it is.Would be nice to have a fix tho, I've revertet to dx9 so far at a cost of a deleted mod. Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 26, 2015 Author Share Posted July 26, 2015 I know it's an issue, and even posted screens of it. My question was how to overcome the issue. DX9 and OGL aren't an option anymore for my playing style (with tons of mods, in 1.04) and so if nobody's fixed the moire patterns, I'll have to wait until someone does. Given the nature of moire patterns, it doesn't seem impossible to fix, since we fix this all the time in other programs. Could we not exclude the water from Scatterer as a start, somehow?I never gave the moire patterns much thougbt since they only appear in dx11 and I'm eventually going to replace the water anyway. I haven't looked into it but I'm assuming the shader replacement I do to get the water writing to the depth buffer messes something up and I haven't updated since many KSP versions back. What do you mean exactly by excluding the water from scatterer? Not applying postprocessing to it?Scatterer with excluded water looks weird an ugly. I've captured the moment when Z-fighting was invisible, here it is.http://i.imgur.com/8oHJRQw.pngWould be nice to have a fix tho, I've revertet to dx9 so far at a cost of a deleted mod. I have literally no idea what is going on in your screenshot, what did you do and why would you want to do that? Quote Link to comment Share on other sites More sharing options...
sashan Posted July 26, 2015 Share Posted July 26, 2015 I hadn't done anything, it's just the problem with Z-fighting or whatever it is on water with dx11 with a screen taken at a right time. Just posted it to illustrate "exclude the water from Scatterer" idea from the post above. Quote Link to comment Share on other sites More sharing options...
JaredTheDragon Posted July 26, 2015 Share Posted July 26, 2015 Generally, moire patterns emerge from a lack of filtering or the wrong level of filtering. I'm talking about in Maya or Blender for example, not sure how that relates to Scatterer or your work here. My guess is that the bump (no displacement in KSP water?) map is freaking out when Scatterer is running in DX11, coughing up absolutes or something as it's filtered through? I don't know much about how this works in Unity/KSP, but it's a one-click fix in Maya for example. I know that is not helpful at all for KSP, but might get you started on a path to a fix, which hopefully wouldn't be impossible. Either way, great mod - everything else looks just amazing, and there's no going back. Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 26, 2015 Author Share Posted July 26, 2015 I hadn't done anything, it's just the problem with Z-fighting or whatever it is on water with dx11 with a screen taken at a right time. Just posted it to illustrate "exclude the water from Scatterer" idea from the post above.Uh okay, weird that should be z-fighting since it's just postprocessing. I'll look into it. Quote Link to comment Share on other sites More sharing options...
pingopete Posted July 27, 2015 Share Posted July 27, 2015 Magic hour on Duna:http://imgur.com/a/S0kSCLots of horizon artifacts to fix.http://i.imgur.com/9J5qTDl.jpgcompare with a real image:http://www.jpl.nasa.gov/images/msl/20150508b/pia19400-16.jpgRim blend and rim power do control the "edge glow" effect, they are actually a component of the stock atmosphere shader but I kept it because it looked good with scatterer. If they don't seem to do anything maybe you have the stock shader completely disabled in RSS.Unfortunately the horizon line issue starts arising when you change the atmosphere height too much, I just ran into the same issue with my Duna config and will start looking for a fix soon.Ah right, yeah that makes sense, I had the stock atmosphere turned off as it was replaced by the Eve atmo shader. Oh and regarding the atmosphere height I was referring to its entire vertical scale essentially not so much to the altitude of its start point. Maybe it's something that could be edited in the configuration editor? Or is it hard limited to being proportionate to a planets radius? Quote Link to comment Share on other sites More sharing options...
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