rbray89 Posted February 3, 2016 Share Posted February 3, 2016 16 minutes ago, blackrack said: with the eclipse shaders you showed the other time, as I remember your approach can also project shadows on terrain. I'm using this https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Soft_Shadows_of_Spheres and it's pretty simple, fast and pretty enough. I'm thinking I could do terrain shadows with a multiplicative shader like the extinction one but it would also apply over everything, lights etc so it's pretty limited. I was wondering if you got your approach working on terrain. I haven't touched it since DTL became a thing, and trying to get custom cubemaps working. I have an algorithm that I was planning on testing that should also be fast... What you have looks great though so far! Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted February 3, 2016 Share Posted February 3, 2016 When light goes through the atmosphere near the edge of a sphere it travels much further than from directly in front, this gives more chance for the light to scatter so the edges should show more scatter. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) 18 minutes ago, Proot said: About the "realism debate": Make no mistake, the earth haven't an "concrete aspect". What we imagine as the reality is more like an "overall". As a lot of other things, depends on the "espectator" and "his eyes"... is not the same a black and white photo from a satellite at high distances and with false color (no matter how good were the colored) than -as example- a regular photo taken by an astronaut, from the ISS. For the same reason, imagine you are at EVA around earth, is not the same to get a picture of the "edges" of the planet and his atmosphere than get the photo of the earth just below you: the atmosphere scattering has an "acumulative" visual effect, so if you are seeing the horizon/edge, no matter at what height, you gonna see much more color and "fog" effect there. And at the contrary, if you look at a very "general" plane of the earth, or in the earth plane perpendicular to you in that imaginary EVA, you'll see a "clear" earth with a barely visible coloration/fog-effect coming from the atmosphere scattering. So, IMHO, there is no solution until we can get a barely decent HDR in KSP, which could cover an enhancement of all those small changes of "perception". Meanwhile, we must settle a concrete look and, @blackrack, humbly I vote in favour of that last kerbin look. Anyways, you have done all configurable here, so the look in the main release of scatterer shouldn't be too debateable, right? lol Yeah I see what you mean, this effect is simulated in Proland and is something I am shooting for http://proland.imag.fr/gallery/terrains/image204.png http://proland.imag.fr/gallery/edition/image390.png However I can't really achieve it unless I can also modify the orginal terrain shaders to alter the lighting and build both the scattering and a HDR effect directly in them. The depth and extinction settings I have now don't really compare. The effect is still more or less just an overlay in the end. 17 minutes ago, rbray89 said: I haven't touched it since DTL became a thing, and trying to get custom cubemaps working. I have an algorithm that I was planning on testing that should also be fast... What you have looks great though so far! Alright. 15 minutes ago, selfish_meme said: When light goes through the atmosphere near the edge of a sphere it travels much further than from directly in front, this gives more chance for the light to scatter so the edges should show more scatter. Ah, I thought you were talking about the eclipses. Edited February 3, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Errol Posted February 3, 2016 Share Posted February 3, 2016 (edited) 3 hours ago, blackrack said: ... I actually like the look of it a lot, this reminds me to implement some hue and saturation settings to easily change the overall look and feel of the atmo. Alright, I will give it a try later on though. If you do this can you make it optionally selwct the values rand omly from a range, upon loading an instance of scatterer or something. To give a slightly different feel to the weather each day. Edited February 3, 2016 by Errol Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted February 3, 2016 Share Posted February 3, 2016 (edited) @Proot @blackrack I strongly suggest to watch the live stream that is going on from ISS right now. They are performing the HD Earth Viewing Experiment that takes aim to perfect broadcasting from space. In this stream we can see what Proot said earlier about viewing angles relative to the sun's position is true regarding high vs low levels of light scattering. However, as a photographer I can tell that what the eye sees and what the camera picks up are two very different things. That is why we use UV-filters and polarization filters. And not least: HDR or multishots to compensate for the camera's rather poor ability to pick up dynamic light. (cameras over- and underexpose terribly compared to one's eyes) In KSP I like to think as "being there in person", not seeing through a camera. This makes me appreciate more the lower level scattering. Here is the ISS stream btw: http://www.ustream.tv/channel/iss-hdev-payload Edited February 3, 2016 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
StarStryder Posted February 3, 2016 Share Posted February 3, 2016 I'm having an issue with the ocean effects: A couple of the "known issues" looked like they might relate but I wasn't sure. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted February 3, 2016 Share Posted February 3, 2016 10 minutes ago, StarStryder said: I'm having an issue with the ocean effects: A couple of the "known issues" looked like they might relate but I wasn't sure. What OS Windows, OSX, Linux What KSP are you running, 32bit, 64bit Workaround, 64bit Linux What Graphics Environment Directx 9, 11, or OpenGL Most importantly, did you get the latest 0.22 version that has the fix for that issue? Quote Link to comment Share on other sites More sharing options...
StarStryder Posted February 3, 2016 Share Posted February 3, 2016 Sorry, basic details. Linux, 64 bit, Cinnamon, OpenGL server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.4 OpenGL core profile version string: 4.3.0 NVIDIA 352.63 OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler OpenGL version string: 4.5.0 NVIDIA 352.63 OpenGL shading language version string: 4.50 NVIDIA I installed via CKAN. Version is listed as 1:0.02182. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted February 3, 2016 Share Posted February 3, 2016 23 minutes ago, StarStryder said: Sorry, basic details. Linux, 64 bit, Cinnamon, OpenGL server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.4 OpenGL core profile version string: 4.3.0 NVIDIA 352.63 OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler OpenGL version string: 4.5.0 NVIDIA 352.63 OpenGL shading language version string: 4.50 NVIDIA I installed via CKAN. Version is listed as 1:0.02182. That's the prior version, I don't think @blackrack does the CKAn integration, it may be automatic through Kerbalstuff I am not sure, anyway check the first post their is a newer version that fixes that, it did for me on Ubuntu 15.10 with the same drivers Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) 34 minutes ago, StarStryder said: I installed via CKAN. Version is listed as 1:0.02182. That's the previous version, download the newest one from kerbalstuff or mega (links in the OP). Edited February 3, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
StarStryder Posted February 3, 2016 Share Posted February 3, 2016 Ah, I see. Thanks. I'd thought that CKAN worked automatically with KerbalStuff. Is there a way to determine who maintains the CKAN packaging? Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 3, 2016 Share Posted February 3, 2016 Still getting these weird visual artifacts on ocean even with the latest update Windows 10 64-bit KSP 1.0.5 64-bit workaround (I know that 64-bit version on windows doesn't get support) DX9 Using KSP Stock Visual Enchantments Ultra Resolution Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) 27 minutes ago, Joco223 said: Still getting these weird visual artifacts on ocean even with the latest update Windows 10 64-bit KSP 1.0.5 64-bit workaround (I know that 64-bit version on windows doesn't get support) DX9 Using KSP Stock Visual Enchantments Ultra Resolution 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. Edited February 3, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 3, 2016 Share Posted February 3, 2016 @blackrack Downloaded from OP, mega link. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 3, 2016 Author Share Posted February 3, 2016 1 minute ago, Joco223 said: @blackrack Downloaded from OP, mega link. 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? Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 3, 2016 Share Posted February 3, 2016 (edited) @blackrack Ok, Dx11 fixed it but there is now a black border on horizon, In Dx9 you can see the artifact all the way until 130km -EDIT- I'm switching back to Dx9 because EVE has no clouds over oceans, only on land in Dx11 Edited February 3, 2016 by Joco223 Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) 59 minutes ago, Joco223 said: @blackrack Ok, Dx11 fixed it but there is now a black border on horizon, In Dx9 you can see the artifact all the way until 130km -EDIT- I'm switching back to Dx9 because EVE has no clouds over oceans, only on land in Dx11 See if disabling postprocessing kills the artifacts. It's the button on the bottom section of the UI(alt-f10) Edited February 3, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 3, 2016 Share Posted February 3, 2016 @blackrack I turned it off, now ocean looks like a mixture of brown and green *gag*. And there is no fade-to-blue in distance Quote Link to comment Share on other sites More sharing options...
StarStryder Posted February 3, 2016 Share Posted February 3, 2016 (edited) 10 hours ago, selfish_meme said: That's the prior version, I don't think @blackrack does the CKAn integration, it may be automatic through Kerbalstuff I am not sure, anyway check the first post their is a newer version that fixes that, it did for me on Ubuntu 15.10 with the same drivers @blackrack: https://github.com/KSP-CKAN/NetKAN/issues/3001 Looks like the CKAN version number parsing might be a little simplistic. Edited February 3, 2016 by StarStryder Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 4, 2016 Share Posted February 4, 2016 @blackrack Any news on how to fix my bug? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 4, 2016 Author Share Posted February 4, 2016 1 hour ago, Joco223 said: @blackrack Any news on how to fix my bug? No idea what's causing it really. Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 4, 2016 Share Posted February 4, 2016 @blackrack It's okay. Awesome mod btw. Would you like for me to send you my KSP.log if it helps you? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 4, 2016 Author Share Posted February 4, 2016 8 minutes ago, Joco223 said: @blackrack It's okay. Awesome mod btw. Would you like for me to send you my KSP.log if it helps you? 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. Quote Link to comment Share on other sites More sharing options...
Elthy Posted February 4, 2016 Share Posted February 4, 2016 I remember you wanted to change the configs to be modulemanager compatible. What became of that? I dont see it in the planned features... Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 4, 2016 Author Share Posted February 4, 2016 15 minutes ago, Elthy said: I remember you wanted to change the configs to be modulemanager compatible. What became of that? I dont see it in the planned features... I believe the "other neat stuff" entry covers it Quote Link to comment Share on other sites More sharing options...
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