October 17, 201411 yr Day 10 Simulator: Prepar3D v2.4 Location: Alaska Airports: PANT (Annette Island) to PAKT (Ketchikan) Aircraft: Alabeo C207 SkyWagon (Bush version) Scenery: Orbx FTX Global + Vector + PNW Textures: REX 4 Weather: ASN Warning - images are 3840 x 2160 Cheers, Rob.
October 17, 201411 yr Nice pics, Rob. Amazing, the amount of different lighting effects being reproduced in those shots. Not to be a nit picker; both, Annette Island and Ketchikan, are located in Alaska. :o Cheers, Jazz
October 17, 201411 yr Heya Rob, Nice shots - absolutely love the detail and clarity! And your hanger is going to get pretty full if you keep on insta-buying aircraft as the roll off the assembly line! I do have a question about weather engine. While you say REX textures, are you using the default weather engine to draw those textures? I may be spoiled from OPUS, but the consistently grey clouds looks sort of like upholstery stuffing - there is little gradient in brightness between the sun and shade side. The shot where the 207 is lit up with sun light should have also lit up the adjacent cloud. And it is not just this series, it is your other "days" as well - the clouds just look too grey. Morose... dejected.... John Howell Prepar3D V5, Windows 10 Pro, I7-9700K @ 4.6Ghz, EVGA GTX1080, 32GB Corsair Dominator 3200GHz, SanDisk Ultimate Pro 480GB SSD (OS), 2x Samsung 1TB 970 EVO M.2 (P3D), Corsair H80i V2 AIO Cooler, Fulcrum One Yoke, Samsung 34" 3440x1440 curved monitor, Honeycomb Bravo throttle quadrant, Thrustmaster TPR rudder pedals, Thrustmaster T1600M stick
October 17, 201411 yr both, Annette Island and Ketchikan, are located in Alaska :blush: - and I even researched the spot While you say REX textures, are you using the default weather engine to draw those textures? No this is ASN using REX textures ... agree that the clouds do appear a little too gray (even when above) in v2.4, but time of day (more specifically the suns position in the sky) and sky textures will influence how they look. There are some edits one can make to cloud.fx ... sprite or group based (I believe LM suggest sprite based is actually the correct way to calc). I have made other edits to the HDR that also impacts "bloom" (reduced) because it impacts some aircraft that use "pure white" switches such that the lettering can't be read (issue at night). Which could also have a negative side affect on how the clouds appear. But if you want my honest opinion, the use of HDR should require entirely different textures (for the entire product from clouds to aircraft to terrain) ... but it's a hard sell to tell all 3rd party devs (and LM) to redo all your textures to support P3D's HDR. In some ways it's kinda nice that we can change the HDR to get results that meet each individuals preference. Also, the external "view" angle will change how the entire scene will look based on how much "light" is in the scene ... sky textures have a pretty significant impact also. Next set (Day 11) I'll do with all P3D default (clouds, sky, etc.) with default HDR values so you can see the difference. Cheers, Rob.
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