blackrack Posted May 13, 2016 Author Share Posted May 13, 2016 7 hours ago, daniel l. said: Yes im not My Goal is to create an Elliptical galaxy in KSP with lots of stars, But i need that classic Elliptical glow to do it. So far as i've seen, Your flare system works mostly great but i need to disable a few standard flare functions to make it work. I see, but in this case the elliptical glow would follow the sun around. In this case I think what you need is a similar system that would allow you to define objects like these and make them have a static direction in space and not be centered around a celestial object. 10 hours ago, Proot said: I was wondering about the .dds format for the mipmaps (it's good for some effects at far distances), but is not important for me at all... In fact I hate the lossy quality of that format, so don't worry at all about it. You are probably right about the ghost's resizing, it's probably much better option to do a slow and long fadeout. Also, I'll check about the jittering issue, because I think you are right. Anyways I see it as a minor issue, so no hurry about it. As always, many thanks for your attention! Thanks, I will try to do a intensity fade-out. 2 hours ago, selfish_meme said: @blackrack is there a setting which would push the light scattering out to the edges of the atmosphere and leave the central part with very little to none? Like the picture below. Well the scattering is already more prominent towards the edges, but it doesn't seem realistic to me that you'd see none when looking straight down, and judging by how dark the ocean looks it looks more like that picture is color-corrected to me. Looking straight down should look more like this: Quote Link to comment Share on other sites More sharing options...
daniel l. Posted May 13, 2016 Share Posted May 13, 2016 1 minute ago, blackrack said: I see, but in this case the elliptical glow would follow the sun around. In this case I think what you need is a similar system that would allow you to define objects like these and make them have a static direction in space and not be centered around a celestial object. That would be nice but all i really need to do is use the normal sun, Then change it into a black hole and surround it with stars, Then put all the planets around one of the stars. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted May 13, 2016 Share Posted May 13, 2016 2 minutes ago, blackrack said: I see, but in this case the elliptical glow would follow the sun around. In this case I think what you need is a similar system that would allow you to define objects like these and make them have a static direction in space and not be centered around a celestial object. Thanks, I will try to do a intensity fade-out. Well the scattering is already more prominent towards the edges, but it doesn't seem realistic to me that you'd see none when looking straight down, and judging by how dark the ocean looks it looks more like that picture is color-corrected to me. Looking straight down should look more like this: Ok, you may be right Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted May 13, 2016 Share Posted May 13, 2016 6 hours ago, blackrack said: Looking straight down should look more like this: I've never been to space, but I do know a thing or two about cameras, and that picture has been over-exposed to allow more detail in the dark interior. And on the topic of "too bright"... how can we fix this brightness at the terminator line? This picture is taken due east, in low orbit. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 13, 2016 Author Share Posted May 13, 2016 (edited) 1 hour ago, karamazovnew said: I've never been to space, but I do know a thing or two about cameras, and that picture has been over-exposed to allow more detail in the dark interior. And on the topic of "too bright"... how can we fix this brightness at the terminator line? This picture is taken due east, in low orbit. Over-exposed or not, it shows extinction and scattering which the other picture doesn't show. Under-exposing or over-exposing the picture won't make these atmosphere effects go away. Now what is supposed to be wrong with that screenshot? Edited May 13, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted May 13, 2016 Share Posted May 13, 2016 (edited) 1 hour ago, blackrack said: Over-exposed or not, it shows extinction and scattering which the other picture doesn't show. Under-exposing or over-exposing the picture won't make these atmosphere effects go away. Now what is supposed to be wrong with that screenshot? Well, that's close to the sunset terminator line, I'm not looking at the west rim, but at the east one. The sky should get darker, not brighter. If I look down, the clouds are properly colored. But looking to the east horizon (right of the picture), the sky becomes bright and collides with the black clouds. If I disable PostProcessing, it looks "fine". Both day and night look ok, the problem is only near the terminator, where the shader applies "white" in all direction instead of only towards the sun. Edit: Actually scratch that... The shader itself is ok and realistic, the actual problem seems to be that the post processing effect doesn't get added on top of the clouds. Above the last layer all looks amazing (>160km) and if I copy most of the settings from the last layer to the previous 2, it looks quite nice actually. Edited May 13, 2016 by karamazovnew Quote Link to comment Share on other sites More sharing options...
Proot Posted May 13, 2016 Share Posted May 13, 2016 @blackrack This game is beauty, but thanks to people like you or @rbray89 became art. Thanks! Thanks! Thanks! Quote Link to comment Share on other sites More sharing options...
Willbl3pic Posted May 13, 2016 Share Posted May 13, 2016 2 minutes ago, Proot said: -snip- Wow! That looks awesome. Quote Link to comment Share on other sites More sharing options...
genbrien Posted May 14, 2016 Share Posted May 14, 2016 is there a place that described each menu's setting ? Quote Link to comment Share on other sites More sharing options...
evileye.x Posted May 14, 2016 Share Posted May 14, 2016 (edited) Please don't be angry if it was asked for 1000 time ( I think it was, but yeah...) That aliasing on horizon - is it normal for current version of scatterer or it's because I'm still on 1.0.5 ? Spoiler http://imgur.com/a/FHppL Edited May 14, 2016 by evileye.x Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted May 14, 2016 Share Posted May 14, 2016 So I have this strange "bug" where the camera seems to act weird when zooming in. When it gets close but not close where you would expect it to clip into the object, it clips. I'm really not sure how to describe this but it's not a big problem, just wanted to let you know. It's mostly visible with EVA kerbals. Quote Link to comment Share on other sites More sharing options...
Imasundaj Posted May 15, 2016 Share Posted May 15, 2016 Hi everyone. I have the problem seen in this picture: https://www.dropbox.com/s/1yoy3xalnowjm7e/Clipboard01.jpg?dl=0 This happens, when I'm in space around Kerbin and in map view of my space craft, and then I go back to the space center via the ESC menu. If I'm not in map view, and go back to the space center the same way, everything goes back to normal, the issue disappears. Quote Link to comment Share on other sites More sharing options...
jsimmons Posted May 15, 2016 Share Posted May 15, 2016 On May 11, 2016 at 3:12 PM, MrMeeb said: Thanks, I'd appreciate it a lot! Did you ever get those settings? Quote Link to comment Share on other sites More sharing options...
jsimmons Posted May 15, 2016 Share Posted May 15, 2016 Hi blackrack So I found the most unusual bug which I doubt that anyone has run into. So using Kopernicus I was playing around with adding Materials to the PQS setup for Kerbin and I noticed your ocean shaders got disabled. Also the low texture I attempted to replace was spawn across the ocean surface. The configuration I placed in the PQS section for Kerbin is: </CODE> @PQS { minLevel = 2 maxLevel = 14 minDetailDistance = 8 maxQuadLenghtsPerFrame = 0.001 fadeStart = 68000 fadeEnd = 70000 Material { steepPower = 3 steepTexStart = 0 steepTexEnd = 500000 steepTex = 10xKerbol/Terrain/rock //steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepNearTiling = 400 steepTiling = 500 lowTex = 10xKerbol/Terrain/biosphere //lowBumpMap = BUILTIN/bouldernormal lowNearTiling = 7000 lowMultiFactor = 10 lowBumpNearTiling = 9000 lowBumpFarTiling = 300 } Mods </CODE> If you need copy of my changes I can send them to you. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted May 15, 2016 Share Posted May 15, 2016 15 minutes ago, jsimmons said: Did you ever get those settings? No I didn't. I presume @Berlin got busy, forgot, couldn't, or decided they no longer wanted to. Whatever the reason, I don't mind. We're all volunteers here after all Quote Link to comment Share on other sites More sharing options...
Toonu Posted May 15, 2016 Share Posted May 15, 2016 (edited) Hi, is there an option to disable everything from scatterer except sun flare? Because scatterer with all except sun flare enabled is nearly kiling my old pc. IS there way to bypass it and have only sun flare, which haven't any performance problems(as I can see from my FPS when looking at sun - 50-60 and the atmosphere/sea/clouds 5-10 = unplayable). Or is there way to have it set up to more performance saving profile? Or can I use somehow scatterer sun flare by texture replacer? Because I like the idea and features of mod, just can't afford now new pc... Thanks! Ave! Toonu Edited May 15, 2016 by Toonu Quote Link to comment Share on other sites More sharing options...
jsimmons Posted May 15, 2016 Share Posted May 15, 2016 27 minutes ago, MrMeeb said: No I didn't. I presume @Berlin got busy, forgot, couldn't, or decided they no longer wanted to. Whatever the reason, I don't mind. We're all volunteers here after all Okay. Didn't mean to sound pushy. Just shows how inexperience I'm at with working the settings. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 15, 2016 Author Share Posted May 15, 2016 On 5/14/2016 at 1:52 PM, genbrien said: is there a place that described each menu's setting ? Not at the moment. 23 hours ago, evileye.x said: Please don't be angry if it was asked for 1000 time ( I think it was, but yeah...) That aliasing on horizon - is it normal for current version of scatterer or it's because I'm still on 1.0.5 ? Reveal hidden contents http://imgur.com/a/FHppL Yes, somewhere after the release of 1.1 the aliasing was highly reduced, might still happen with OpenGL though. 23 hours ago, tygoo7 said: So I have this strange "bug" where the camera seems to act weird when zooming in. When it gets close but not close where you would expect it to clip into the object, it clips. I'm really not sure how to describe this but it's not a big problem, just wanted to let you know. It's mostly visible with EVA kerbals. In the main menu there is a setting called nearClipPlane which does this, the default for KSP is 0.1 or something like that so you could try that, it makes the ocean look really spazzy on the coast though. 12 hours ago, Imasundaj said: Hi everyone. I have the problem seen in this picture: https://www.dropbox.com/s/1yoy3xalnowjm7e/Clipboard01.jpg?dl=0 This happens, when I'm in space around Kerbin and in map view of my space craft, and then I go back to the space center via the ESC menu. If I'm not in map view, and go back to the space center the same way, everything goes back to normal, the issue disappears. It's mentioned in the known issues section in the OP. I still don't get why people make a fuss about this since it only happens in the KSC view and fixes itself everywhere else. 51 minutes ago, jsimmons said: Hi blackrack So I found the most unusual bug which I doubt that anyone has run into. So using Kopernicus I was playing around with adding Materials to the PQS setup for Kerbin and I noticed your ocean shaders got disabled. Also the low texture I attempted to replace was spawn across the ocean surface. The configuration I placed in the PQS section for Kerbin is: Could you post some screenshots of the issue to help me visualize? Also I don't really know what these PQS settings do, it would be helpful if you narrowed it down to the exact settings that caused the issue. 42 minutes ago, Toonu said: Hi, is there an option to disable everything from scatterer except sun flare? Because scatterer with all except sun flare enabled is nearly kiling my old pc. IS there way to bypass it and have only sun flare, which haven't any performance problems(as I can see from my FPS when looking at sun - 50-60 and the atmosphere/sea/clouds 5-10 = unplayable). Or is there way to have it set up to more performance saving profile? Or can I use somehow scatterer sun flare by texture replacer? Because I like the idea and features of mod, just can't afford now new pc... Thanks! Ave! Toonu Go in the planetsList.cfg file and delete all planet entries. Quote Link to comment Share on other sites More sharing options...
jsimmons Posted May 15, 2016 Share Posted May 15, 2016 1 hour ago, blackrack said: Could you post some screenshots of the issue to help me visualize? Also I don't really know what these PQS settings do, it would be helpful if you narrowed it down to the exact settings that caused the issue. I can do better. Here is a video showing the problem : https://www.youtube.com/channel/UC8f_OOKzg1cATZxoIRR2BWA As for the setting and their meaning. I just started playing with those settings and if you look at the video you can tell I got the settings wrong. I did post on the Kopernicus mailing list asking what those fields mean. Quote Link to comment Share on other sites More sharing options...
pingopete Posted May 16, 2016 Share Posted May 16, 2016 Hey Blackrack, been doing some recent testing with the new sunflare features, (thanks for adding additional ghosts!). However I have some requests, one is that there is an option to make the flare clampable in scale, i.e. so it doesn't decrease in size with distance from the sun, probably not that noticeable in stock KSP but in RSS when the flare looks right from Earth it's miniature when viewed from Uranus/Neptune etc. I figured maybe scaling it's brightness could work as an alternative? Just an thought. The other thing was that I found the multiply effect of haze blows the brightness of clouds out really far, on jupiter I had to set the colour values to 1/5th their original value to make it not white, maybe this is simply a consequence of the way scatterer works, which provides lots of other awesome effects but I fear texture quality may be lost with the colours turned down this much. Anyways great work as always thus far, and thanks again for your work! Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 16, 2016 Share Posted May 16, 2016 4 hours ago, MrMeeb said: No I didn't. I presume @Berlin got busy, forgot, couldn't, or decided they no longer wanted to. Whatever the reason, I don't mind. We're all volunteers here after all I'm so sorry. I am in the national guard and went to drill this weekend and forgot to post my images for you before I left! I can tweak these more if you need me to. Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted May 16, 2016 Share Posted May 16, 2016 (edited) Oops... wrong reply Edited May 16, 2016 by karamazovnew Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted May 16, 2016 Share Posted May 16, 2016 5 hours ago, Berlin said: I'm so sorry. I am in the national guard and went to drill this weekend and forgot to post my images for you before I left! I can tweak these more if you need me to. No worries man! I'll take them and keep tweaking them when I find the time Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 16, 2016 Author Share Posted May 16, 2016 8 hours ago, jsimmons said: I can do better. Here is a video showing the problem : https://www.youtube.com/channel/UC8f_OOKzg1cATZxoIRR2BWA As for the setting and their meaning. I just started playing with those settings and if you look at the video you can tell I got the settings wrong. I did post on the Kopernicus mailing list asking what those fields mean. Check you don't have globalOceanAlpha set to 0 in the lowest config points. 7 hours ago, pingopete said: Hey Blackrack, been doing some recent testing with the new sunflare features, (thanks for adding additional ghosts!). However I have some requests, one is that there is an option to make the flare clampable in scale, i.e. so it doesn't decrease in size with distance from the sun, probably not that noticeable in stock KSP but in RSS when the flare looks right from Earth it's miniature when viewed from Uranus/Neptune etc. I figured maybe scaling it's brightness could work as an alternative? Just an thought. The other thing was that I found the multiply effect of haze blows the brightness of clouds out really far, on jupiter I had to set the colour values to 1/5th their original value to make it not white, maybe this is simply a consequence of the way scatterer works, which provides lots of other awesome effects but I fear texture quality may be lost with the colours turned down this much. Anyways great work as always thus far, and thanks again for your work! I think if the flare were to stay the same size and fade in brightness it would look quite weird. I think a better idea would be to keep the scaling but make it non-linear or change how much it scales by distance to the sun and make the gradient configurable. What do you think? For the second one, maybe adjust the extinction? On 5/13/2016 at 8:44 AM, daniel l. said: That would be nice but all i really need to do is use the normal sun, Then change it into a black hole and surround it with stars, Then put all the planets around one of the stars. I see what you're trying to make but the sunflare system isn't really appropriate for this, what you need is to render a mesh around the sun in the scaledSpace layer so it looks coherent and gets occluded correctly by objects, while the sunflare system renders on top of everything in the nearest camera. Quote Link to comment Share on other sites More sharing options...
ammarasyad Posted May 16, 2016 Share Posted May 16, 2016 (edited) Scatterer latest version (version 0.0246) tested working fine on DirectX 11 with KSP 1.1.2 x64. Just some terrain shadow glitches, but I think its from the game since I already tested DirectX 11 before using scatterer. Godrays appears to be somewhat fixed in DirectX 11; sometimes appear, sometimes not. Eclipses are working just fine. Not sure if it will work for KSP x86 since I rarely use it since x64 . Ocean reflections are fine, sunflare is fine, and when sunset/sunrise is fine too. FPS are better in DirectX 11. I should say WAY BETTER. Normal (DirectX 9) : average of 10 FPS DirectX 11 : average of 35 FPS Edited May 16, 2016 by ammarasyad adding more info Quote Link to comment Share on other sites More sharing options...
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