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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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@blackrackwere the fixed DLLs uploaded above meant to fix the cloud shadows displaying over scatterer, or something else? Because it didn't do anything for me. If I turn cloud shadows off on each planet then it looks fine.

 

@Jebs_SY  @Phineas Freak do blackracks fixed DLLs work for you guys? (Do they remove the cloud shadow error as shown by Jebs_SY?)

Edited by SleweD
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45 minutes ago, Phineas Freak said:

@Jebs_SY it is caused by the EVE cloud shadows in conjunction with Scatterer, if you change the "shadowFactor" parameter to read zero then this effect disappears. Probably something to do with the camera layers.

Ahh, thx a lot. Adding it to the clouds.cfg solved the issue and its playable now. Much thx!

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5 hours ago, SleweD said:

@blackrackwere the fixed DLLs uploaded above meant to fix the cloud shadows displaying over scatterer, or something else? Because it didn't do anything for me. If I turn cloud shadows off on each planet then it looks fine.

 

@Jebs_SY  @Phineas Freak do blackracks fixed DLLs work for you guys? (Do they remove the cloud shadow error as shown by Jebs_SY?)

They should fix it but I haven't tested that thoroughly. Check if it is fixed when looking at the ground through the volumetric particles, ie fly through them and look down.

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12 hours ago, Phineas Freak said:

@Jebs_SY it is caused by the EVE cloud shadows in conjunction with Scatterer, if you change the "shadowFactor" parameter to read zero then this effect disappears. Probably something to do with the camera layers.

Read this first:

And try not to be sarcastic next time. We are here to help each other.

if you were speaking to me too i was joking :P

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On 29.9.2016 at 11:43 AM, SleweD said:

do blackracks fixed DLLs work for you guys? (Do they remove the cloud shadow error as shown by Jebs_SY?)

I cannot re-test at the moment, but if I remember correct the fix from blackrack corrected the shadows but not my visual artifacts.

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15 minutes ago, SleweD said:

@blackrack I don't see any change at any altitude except high in space, where for some reason both work fine. Here's an album of low to the ground, entering particle altitude, leaving particle altitude, space low altitude and space high altitude.

Cloud pack is SVE, using your dll's and Waz's windows shaders.

http://imgur.com/a/GtWtn

Yes I also just noticed it only seems to be fixed in scaled space. I could've sworn it worked the other day. Will check again.

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so has anyone managed to get ahold of rbray via email? I know a few people tried already so I haven't. I would legit be willing to help fund a 1.2 upgrade if he's willing but needs the money to dedicate the time. Of course if he's just done with KSP modding for the time being or indefinitely then that's that. But it would be nice to know either way

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On 9/30/2016 at 11:35 PM, blackrack said:

Yes I also just noticed it only seems to be fixed in scaled space. I could've sworn it worked the other day. Will check again.

So I have looked again and I have to say I have no idea what's going on, I can confirm my fix works in map view and from high orbit, but not in macro space.

For now I would just disable the cloud shadows. I will give it another try, but maybe in a while, if rbray is not back. I don't know enough about the inner workings of EVE unfortunately.

Edited:

I found the issue, the cloud shadow projector was also projecting itself on the shader I was using to render the depth buffer, resulting in black spots in the depth texture where the cloud shadows are: no depth -> no scattering.

I actually missed this multiple times, I even displayed the depth texture to the screen but when I saw the black areas didn't think they were actually in the depth texture but thought it was the cloud shadow layer still drawing over the screen due to a sorting issue, which made the whole thing more confusing.

I'll roll out a fix soon, the EVE fix I posted a few pages ago is still needed also.

Edited by blackrack
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Just a heads-up, I fixed the issue with the cloud shadows interfering with scatterer, you need the newest version of scatterer (I just posted) and the fixed EVE dll I posted here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12113-scatterer-atmospheric-scattering-v00255-02102016-modulemanager-compatibility/&page=198#comment-2773471

Have fun.

Edited by blackrack
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Is it possible at all to make cloud textures be procedural, and make it change over time when looked at from orbit?

It kinda feels awkward seeing the clouds just rotate around with exactly the same shape all the time.

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2 hours ago, ebigunso said:

Is it possible at all to make cloud textures be procedural, and make it change over time when looked at from orbit?

It kinda feels awkward seeing the clouds just rotate around with exactly the same shape all the time.

No not with the current system 

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3 hours ago, ebigunso said:

Is it possible at all to make cloud textures be procedural, and make it change over time when looked at from orbit?

It kinda feels awkward seeing the clouds just rotate around with exactly the same shape all the time.

That's gonna be an insane amount of work. I'm not saying it's impossible though.

EDIT: I remember a mod called KopernicusExpansion that adds the possibility for animated gas giant textures, is that close to what you were looking for?

Edited by The White Guardian
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22 hours ago, The White Guardian said:

That's gonna be an insane amount of work. I'm not saying it's impossible though.

EDIT: I remember a mod called KopernicusExpansion that adds the possibility for animated gas giant textures, is that close to what you were looking for?

Ah yes, only with Earth-like clouds. Would be more awesome if it could work on RSS.

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On 10/3/2016 at 2:41 PM, ebigunso said:

Is it possible at all to make cloud textures be procedural, and make it change over time when looked at from orbit?

It kinda feels awkward seeing the clouds just rotate around with exactly the same shape all the time.

Hmm, this sounds like a fun project for the future.

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4 minutes ago, blackrack said:

Hmm, this sounds like a fun project for the future.

It would be cool but it happens sooo slow IRL that you wouldn't really be able to see it unless you time warp.  It would be cool though to be away from kerbin for a while and return to all new cloud formations. I just think it would be one of those things that wouldn't be THAT noticeable. More of a novelty imo.  

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Just now, Galileo said:

It would be cool but it happens sooo slow IRL that you wouldn't really be able to see it unless you time warp.  It would be cool though to be away from kerbin for a while and return to all new cloud formations. I just think it would be one of those things that wouldn't be THAT noticeable. More of a novelty imo.  

I think it would be mesmerizing to sit there in map view and timewarp... it would be like one of those NASA videos

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Just now, blackrack said:

I think it would be mesmerizing to sit there in map view and timewarp... it would be like one of those NASA videos

Oh I agree but I think that may be the only time anybody would really appreciate  it

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1 minute ago, Galileo said:

Oh I agree but I think that may be the only time anybody would really appreciate  it

True, but I think this is one of those cases where implementing the actual thing is more fun than playing with it.

We could always just slap on a Perlin noise shader, render it to a texture and use that. maybe make it stronger at the poles. But the real fun would be in refining the noise and finding tricks that make it look believable, there is probably a paper out there somewhere that describes how to accomplish this :)

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1 minute ago, blackrack said:

True, but I think this is one of those cases where implementing the actual thing is more fun than playing with it.

We could always just slap on a Perlin noise shader, render it to a texture and use that. maybe make it stronger at the poles. But the real fun would be in refining the noise and finding tricks that make it look believable, there is probably a paper out there somewhere that describes how to accomplish this :)

If that fancies your tickle, don't let me discourage you! I have seen a few discussions elsewhere that discuss how to do it but it has been a while since I looked around

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18 minutes ago, blackrack said:

Hmm, this sounds like a fun project for the future.

Do you play a lot of Minecraft? In SEUS version..... Eh the very last version. There is a hidden setting in a config file to enable procedural clouds. Wonder if digging into this might yield any helpful results?

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