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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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Magic hour on Duna:

http://imgur.com/a/S0kSC

Lots of horizon artifacts to fix.

http://i.imgur.com/9J5qTDl.jpg

compare with a real image:

http://www.jpl.nasa.gov/images/msl/20150508b/pia19400-16.jpg

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.

Wow. I want to test that!
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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 by Prasiatko
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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?

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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/DwTan

I 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.

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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.

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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 effects

http://i.imgur.com/mTV6x0o.jpg

http://i.imgur.com/QID25IR.jpg

Haven't tried it myself though. What seems to be the problem?

Edited by blackrack
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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?

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Scatterer with excluded water looks weird an ugly. I've captured the moment when Z-fighting was invisible, here it is.

8oHJRQw.png

Would be nice to have a fix tho, I've revertet to dx9 so far at a cost of a deleted mod. :(

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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.png

Would 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?

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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.

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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. :)

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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.

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Magic hour on Duna:

http://imgur.com/a/S0kSC

Lots of horizon artifacts to fix.

http://i.imgur.com/9J5qTDl.jpg

compare with a real image:

http://www.jpl.nasa.gov/images/msl/20150508b/pia19400-16.jpg

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.

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?

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