Baleine Posted February 25, 2016 Share Posted February 25, 2016 Just an update on my situation @blackrack to tell you last version corrected my issue as well. Great reactivity man (Sorry for not having replied sooner, but I think we're not in the same timezone :-p ) Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 25, 2016 Author Share Posted February 25, 2016 (edited) 31 minutes ago, Cooboo said: I know this is an ongoing issue but I just want to report that my sun also appears as a tiny dot in atmosphere with out the flare Can you try the file I posted in the last page? 30 minutes ago, Svm420 said: Do you plan to add editability of these parameters in game? Thanks! They're editable only through the config file but if you revert flight or change scenes it'll load the new settings. 2 minutes ago, Baleine said: Just an update on my situation @blackrack to tell you last version corrected my issue as well. Great reactivity man (Sorry for not having replied sooner, but I think we're not in the same timezone :-p ) Great! Edited February 25, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 25, 2016 Share Posted February 25, 2016 19 minutes ago, blackrack said: They're editable only through the config file but if you revert flight or change scenes it'll load the new settings. Perfect thanks for the heads up. Quote Link to comment Share on other sites More sharing options...
Cooboo Posted February 25, 2016 Share Posted February 25, 2016 @blackrack Alright I'm gonna test it now and tell you what I get Quote Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted February 26, 2016 Share Posted February 26, 2016 Hey, look, SpaceX has scatterer installed: Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 26, 2016 Share Posted February 26, 2016 @blackrack I tried editing the config for the sun flare in the last position as you indicated. I am not seeing any difference after a scene change. It is the last digit on the 2 lists, and only those, the correct position for what I need to decrease inversely to scale? Thanks! Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 (edited) @blackrack: I'm having issues with Sigma Dimensions. Quote // Base Settings SigmaDimensions { Resize = 6.4 Rescale = 6.4 Atmosphere = 1.285 dayLengthMultiplier = 4 } // Advanced Settings @SigmaDimensions { geeASLmultiplier = 1 landscape = 0.25 atmoVisualEffect = 6.4 resizeScatter = 0.25 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 } These are the settings I have and It causes the sun glow to disappear. Edited February 26, 2016 by davidy12 Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 26, 2016 Share Posted February 26, 2016 3 hours ago, CamillyCA said: I have strange artifact with the new version (0.0230 and 0.0231), it appears both on my win64 and on a clean win32 install with only scatterer. Artifact only appears from zenith to night. This not happen with Terrain shadow off. Any idea? I noticed this as well, however for whatever reason it stopped doing this after a couple of seconds of time warp. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted February 26, 2016 Share Posted February 26, 2016 Hey @blackrack what RGB scale is the config tool using? 0-1 or 0-255. I'm guessing 0-1 I just want to make sure. Quote Link to comment Share on other sites More sharing options...
cobbman11 Posted February 26, 2016 Share Posted February 26, 2016 Stunning! Quote Link to comment Share on other sites More sharing options...
Vegemeister Posted February 26, 2016 Share Posted February 26, 2016 I'm seeing an artifact on Linux/Nvidia that's similar to what @CamillyCA is reporting, except the black lines are more horizontal: It also happens on the Mun: Also, I'm seeing some kind of stacking-order issue between the haze and ground clutter: Quote Link to comment Share on other sites More sharing options...
hieywiey Posted February 26, 2016 Share Posted February 26, 2016 4 hours ago, Mad Rocket Scientist said: Hey, look, SpaceX has scatterer installed: I legitimately cannot tell whether this is a real picture or Scatterer, that's how damn good this mod is! I would insert hailprobe, but this isn't the Orbiter Forum Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 6 hours ago, CamillyCA said: I have strange artifact with the new version (0.0230 and 0.0231), it appears both on my win64 and on a clean win32 install with only scatterer. Artifact only appears from zenith to night. This not happen with Terrain shadow off. Any idea? 3 hours ago, Nhawks17 said: I noticed this as well, however for whatever reason it stopped doing this after a couple of seconds of time warp. 25 minutes ago, Vegemeister said: I'm seeing an artifact on Linux/Nvidia that's similar to what @CamillyCA is reporting, except the black lines are more horizontal: It also happens on the Mun: That is known as "shadow acne" and happens with shadow mapping techniques, all I can suggest is to try bumping up your shadow quality (via bumping up the renderin quality slider of KSP) or playing with the shadow cascades setting. You can also try decreasing the shadow distance from the planetsList.cfg file in scatterer. 28 minutes ago, Vegemeister said: Also, I'm seeing some kind of stacking-order issue between the haze and ground clutter: This could be fixable but I'm not sure. 5 hours ago, Svm420 said: @blackrack I tried editing the config for the sun flare in the last position as you indicated. I am not seeing any difference after a scene change. It is the last digit on the 2 lists, and only those, the correct position for what I need to decrease inversely to scale? Thanks! Yeah, the last value, I don't know really, could be something else wrong, just play with the values and see if anything changes at all. 3 hours ago, davidy12 said: @blackrack: I'm having issues with Sigma Dimensions. These are the settings I have and It causes the sun glow to disappear. See posts above or in previous page about rescaling sun flare with RSS, it's the same idea. 2 hours ago, Nhawks17 said: Hey @blackrack what RGB scale is the config tool using? 0-1 or 0-255. I'm guessing 0-1 I just want to make sure. These are scattering coefficients and can go all the way to infinity. Values close to 1 will result in a pretty thick and foggy atmosphere (maybe good for Eve?), just use the default values as a guideline and go from there. 1 hour ago, cobbman11 said: Stunning! Just gorgeous! Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 (edited) @blackrack: How do I scale it up? I saw your previous post, but I can't figure it out. Edited February 26, 2016 by davidy12 Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 5 minutes ago, davidy12 said: @blackrack: How do I scale it up? I saw your previous post, but I can't figure it out. In the lines that say sunSpikes.png and sunFlare.png the last value is the inverse of the scale. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 ??? I don't understand. Once again I have 64k. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 @blackrack: What is the inverse of 6.4? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 Just now, davidy12 said: @blackrack: What is the inverse of 6.4? The inverse of the sunflare scale and not whatever scaling mod you are using. Basically if you want the sunflare to be bigger you decrease the value and if youw ant it smaller you increase the value. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 Ohhh... @blackrack: Wait, I found out what happened. There were // in front of the png's. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 2 minutes ago, davidy12 said: Ohhh... @blackrack: Wait, I found out what happened. There were // in front of the png's. That's a comment, that line doesn't matter and is provided for users to understand what's going on. The lines you want to change are: flareSettings = 0.45,1,0.85 spikesSettings = 0.6,1,1 Am I being trolled here? Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 26, 2016 Share Posted February 26, 2016 Just now, blackrack said: That's a comment, that line doesn't matter and is provided for users to understand what's going on. The lines you want to change are: flareSettings = 0.45,1,0.85 spikesSettings = 0.6,1,1 Am I being trolled here? Sorry. I just realized it as soon as I posted I SWEAR. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 So I just realized the extinction shader seems to be bugged in OpenGL, in that it attenuates colors but doesn't tint them, anyone else notice this? Quote Link to comment Share on other sites More sharing options...
Vegemeister Posted February 26, 2016 Share Posted February 26, 2016 @blackrack changing shadow cascades didn't do it, but I was able to trace the problem to the anisotropic filtering setting applied by my Nvidia application profile. Reducing it from 16x to 2x got rid of the black lines and reduced the shimmering of distant terrain. I suppose it has some sort of detrimental interaction with the shadow mapping. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 26, 2016 Author Share Posted February 26, 2016 1 minute ago, Vegemeister said: @blackrack changing shadow cascades didn't do it, but I was able to trace the problem to the anisotropic filtering setting applied by my Nvidia application profile. Reducing it from 16x to 2x got rid of the black lines and reduced the shimmering of distant terrain. I suppose it has some sort of detrimental interaction with the shadow mapping. Could be, what's your rendering quality setting? Quote Link to comment Share on other sites More sharing options...
Vegemeister Posted February 26, 2016 Share Posted February 26, 2016 8 minutes ago, blackrack said: Could be, what's your rendering quality setting? Vsync is disabled because the compositor handles that, and I have anti-aliasing off because it doesn't seem to do anything on Linux. Instead, I'm forcing 4xMS+4xCS with an application profile. Quote Link to comment Share on other sites More sharing options...
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