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Richard Sennett

Full Forest X images

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Nice shots Rich, one question: wouldn't this compliment FTX Global?

 

Have you got a link to their site?


\Robert Hamlich/

 

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"wouldn't this compliment FTX Global" Yes it would Rob you are correct Global is just textures - GEX replacement that's it some people think it does all of this other stuff which it does not you will buy small chunks of addons from ftx to enhance the experience. Hey how about a screenie out of CYPK be back


Rich Sennett

               

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Bryan pick a spot you want a shot of and I will do it for you

 

Thanks for the offer.

 

How about something in your backyard.

 

KOWD Norwood Muni...facing north over runway 35....about 1000', bearing 346 ish.

 

something like this:  I have my autogen set at very dense, scenery complexity at extremely dense.

 

DeX8.th.jpg


Bryan Wallis aka "fltsimguy"

Maple Bay, British Columbia

Near CAM3

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CYPK -------This shot autogen normal

 

10xzqmd.jpg

 

 

Norwood sure hold on


Rich Sennett

               

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Looks impressive, though I have the same question as others re: how it'll play with FTX Global.

 

Another question - are their different tree textures for different seasons? Or is it summer only?

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On a side note, Richard, I want to see more of your screenshots.  They are stunning :)

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Norwood you can see Boston in the distance - autogen = normal

 

Global will not be a problem thats for sure global is just textures

 

Lets do a fall shot out of Norwood - hold on

 

Thanks Molleh

 

 

 

f06zol.jpg


Rich Sennett

               

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Are we all 100 percent sure that there won't be conflicts with FTX Global?

 

The original announcement (last December) was a bit qualified - John Venema posted that it would be "predominantly only textures" (emphasis mine). In other words, mostly, but not exclusively. Other people picked up on "only textures" and dropped the qualifier.

 

Recent screenshots have shown some custom autogen. I don't know if that will extend to trees - maybe not. But it'd be worth clarifying.

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Honestly what are you guys waiting for this is wild no fps hit cant believe it - enjoy I am - I will admit they look a bit generic but boy they fill in and I would bet they can better the kinds of trees in time the hard part is done huge immersion with no hit - wow

 

I repeat it will not interfere with global no way no how 

 

m9stuu.jpg


Rich Sennett

               

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Fall textures do look good - overall, these seem to be a lot better than FSX default.

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You can use TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=50, still going to have massive forests, this is Washington state  - normal autogen on sliders state like this has tons of trees no need to up autogen slider.

 

I have fsgenesis - utx - gex - You may want to really think about getting this impressive no menu just install it wow

 

 

 

 

 

 

 

 

 

Off topic but what are your SweetFX settings? your shots look amazing!!!


ATP MEL,CFI,CFII,MEI.

 

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No brainer Al this is a game changer - I like Their light program (experience x) but this is really impressive as far as its purpose and fps



My sweet settings are:

 

 

 

 

 

/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
 
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
 
#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.
 
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 1 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
 
 
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.600 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.250 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.
 
// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
 
 
 
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 21.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.000 //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0002 //[0.0000 to 1.0000] Width of the bloom
 
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
 
 
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.01 //[0.0 to 1.0]
#define TechniPower 4.0 //[0.0 to 8.0]
#define redNegativeAmount 0.48 //[0.0 to 1.0]
#define greenNegativeAmount 0.48 //[0.0 to 1.0]
#define blueNegativeAmount 0.48 //[0.0 to 1.0]
 
 
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 9.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]
 
#define ColorGamma 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC 0.55 //[0.6 to 0.2]
#define GreenC 0.55 //[0.6 to 0.2]
#define BlueC 0.55 //[0.6 to 0.2]
 
#define Blend 0.20 //[0.0 to 0.1] How strong the effect should be.
 
 
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.090, 1.090, 1.090) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.055, 1.055, 1.055) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.950, 0.950, 0.950) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
 
 
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.00 //[0.00 to 2.00] Adjust midtones
 
#define Exposure 0.05 //[-1.00 to 1.00] Adjust exposure
 
#define Saturation 0.50 //[-1.00 to 1.00] Adjust saturation
 
#define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors
 
#define Defog 0.00 //[0.00 to 1.00] How much of the color tint to remove
 
#define FogColor float3(0.85, 0.85, 1.00) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
 
 
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance -0.20 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
 
 
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.50 //[-1.0 to 1.0] The amount of contrast you want
 
// -- Advanced curve settings --
#define Curves_formula 4 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
 
 
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image
 
 
 
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.
 
 
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
 
//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
 
 
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

Rich Sennett

               

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you don't didn't you see the post of norwood by other poster and then mine ?


Rich Sennett

               

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I still don't see any comparison shots

 

I'm now matching up Rich's screenshot with another and also turning up my autogen to full. Bare with me.


Bryan Wallis aka "fltsimguy"

Maple Bay, British Columbia

Near CAM3

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