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Richard Sennett

Full Forest X images

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Keep in mind I only had mine on normal and tree cell=50


Rich Sennett

               

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Here is KOWD  in same position as Rich.

 

Fall colours, autogen full, GEX and UT installed.

 

H1xg.th.jpg

 

I notice that the trees are different mixture, more decidious (fuller crowns than conifers so that will fill it out more).  It appears there are similar placement of autogen but it may be the authors are replacing each node with a group of trees vs individual trees.  In any regard there are more coverage with this product.


Bryan Wallis aka "fltsimguy"

Maple Bay, British Columbia

Near CAM3

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Nice shot Bryan well done same angle too :) fsx version looks plunked in forest x looks like it has meaning and well placed did you use normal autogen and treecell=50 in your shot ?


Rich Sennett

               

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Sweet does not affect my fps at all on or off the same


Rich Sennett

               

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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

 

Thanks FSX is lookin good now!!


ATP MEL,CFI,CFII,MEI.

 

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Nice shot Bryan well done same angle too :) fsx version looks plunked in forest x looks like it has meaning and well placed did you use normal autogen and treecell=50 in your shot ?

 

I used the full cell counts listed further back in tread....I think they are the default values.


Bryan Wallis aka "fltsimguy"

Maple Bay, British Columbia

Near CAM3

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

 

Hi Richard,

 

Thanks a lot for your informative post, looks good to buy. May I request a screenshot or two around Chennai, India, if its not a hassle? VOMM is the ICAO code.

 

Cheers,

 

Dinshaw.

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

 

10xzqmd.jpg

 

 

Norwood sure hold on

Yikes!  CYPK is surrounded by farmland - not forests. It looks nothing like the above; just check Google Maps.  However, perhaps that is due to a problem with your landclass and not this particular addon.


Martin 

Sims: MSFS and X-plane 11

Home Airport: CYCW - Chilliwack, BC Canada

i5 13600KF 32GB DDR4 3600 RAM, RTX3080TI  HP Reverb G2

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Hello to all.
Come here let my words of developer product Full Forest X.

The wonderful pictures of our friend already speak it.

But I can add what was the purpose of creating this addon.

Maybe you do not see much difference between the forests of their simulator and the addon Full Forest X, however the goal of the addon is to eliminate one substep autogen engine simulator.
Every time the engine autogen finds a polygon or a cell  vegetation map, it needs a substep named "TERRAIN_MAX_AUTOGEN_TREES_PER_CELL". This step is configured in FSX.CFG and function of this step is to divide the polygon or cell into several pieces according to the value of TERRAIN_MAX_AUTOGEN_TREES_PER_CELL.



The addon Full Forest X eliminates this step, leaving a little more space for the processor to work. You may notice a better flow when flying into areas with denser vegetation. Can also notice a small increase in FPS depending on your hardware.

Full Forest X when you have installed, you may have TERRAIN_MAX_AUTOGEN_TREES_PER_CELL = 20 and still will have forests with dense vegetation.

All this may vary depending on the hardware of each User but we are always ready to solve the doubts and problems.

thank you

Gibaba

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Just got this product and I think it's great. 

 

Like already seen in pics it seems to add more variation to the forests, usually making them look more realistic. Also I noticed the performance to be better, I get about as much vegetation with Normal/Dense Autogen settings as I get with Extremely Dense without this addon, yet the performance doesn't really seem to be much if any worse from Normal/Dense settings without this addon and with way less vegetation. 

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Martin I don't have Canada landclass loaded I don't think but tree wise thats probably an fsx issue not sure, either way trees are my new friend lol, post India in a few minutes.


Rich Sennett

               

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Keep in mind I have no landclass outside of USA - here is VOMM enjoy

 

alrvbm.jpg


Rich Sennett

               

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Guest Mik75

Wow! That last pic looks great! I'll have to buy it! ;-)

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