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Is this how REX4 & ASN clouds should look like in P3D?

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@MikeAdamo

 

@Richard

As always truly gorgeous sky on your screen!

 

 

Thanks Gerrit - appreciate it :)

Rich Sennett

               

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  • Views 29.3k
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  • Sir, this is one of the best looking sky I have ever seen. May I ask what textures you've used in your pics? Oh and thanks for your tweak, it made things a lot better!

9AGqM.jpg

 

5zagp.jpg

 

Sir, this is one of the best looking sky I have ever seen. May I ask what textures you've used in your pics?

Oh and thanks for your tweak, it made things a lot better! :)

Sir, this is one of the best looking sky I have ever seen. May I ask what textures you've used in your pics?

Oh and thanks for your tweak, it made things a lot better! :)

 

I was wondering the same thing that last shot is great

Rich Sennett

               

 

 


GetScreenQuadPositions( quad, width*0.7, height*0.7 );

 

Love what you did to demonstrate ... very cool indeed sir.  During some experimentation I did remove the multiplier completely (default is 0.5 with this iteration) and it does look better.  Also the cloud density (max) setting can make the repetition less obvious.

 

 


So is there any conclusion as far as who needs to touch on this? REX, ASN or LM?

 

All 3 (and more, OpusFSI, FSGRW, others) ... I would speculate what LM need to "lock" a cloud solution in place so 3rd party aren't chasing targets and can finalize textures and weather interpolation.  

 

Cheers, Rob.

Also the cloud density (max) setting can make the repetition less obvious.

 

 

Sure does Rob - good point

Rich Sennett

               

I did remove the multiplier completely (default is 0.5 with this iteration) and it does look better.

 

Rob, did you take out the entire line? or just the number? Can you share your exact entry?

George Kyriazis | www.georgekonline.com

 

ELB729.png

  • Moderator

Rob, did you take out the entire line? or just the number? Can you share your exact entry?

George - he took out the "0.5" multiplier, which makes them full size. Multiply 1 x 0.5 and you get 0.5 (1/2 size) 

 

Vic

 

RIG#1 - I9 14900K MSI Pro z790 RTX 5070Ti
40" 4K Monitor 3840x2160 

Sir, this is one of the best looking sky I have ever seen. May I ask what textures you've used in your pics?

Oh and thanks for your tweak, it made things a lot better! :)

Hey, thank you very much :rolleyes:

 

I did a cloud texture on my own, adapted to the current state of shader and P3D cloud internals. I would love to upload it to the library, but unfortunate can't do, I used FEX cloud material for it. Sorry.

Gerrit

Love what you did to demonstrate ... very cool indeed sir.  During some experimentation I did remove the multiplier completely (default is 0.5 with this iteration) and it does look better.  Also the cloud density (max) setting can make the repetition less obvious.

 

Thanks Rob. Indeed, good idea about the density!

Gerrit

Hey, thank you very much :rolleyes:

 

I did a cloud texture on my own, adapted to the current state of shader and P3D cloud internals. I would love to upload it to the library, but unfortunate can't do, I used FEX cloud material for it. Sorry.

Ahh no worries, you should make your own product and sell it actually... way better than these ugly soft clouds from REX :lol:

So I thought I would share my screenshots of the multiplier number and some REX cloud packs.

 

I think it's safe to say that REX4 cloud sets didn't get developed for LM's hot fixed cloud.fx file. All of them have a tile effect happening. Now, that being said I wen't ahead and purchased their soft cloud pack a few days back (great price I might add) and since those have softened or 'feathered ' edges they look a lot less repetitive. The *0.7 tweak to the Multiplier in cloud.fx is making a huge difference for me. Its flyable.... :dance: 

 

These screens add to the other tests in this topic and displays the difference of packs vs multiplier settings.

 

Thessaloniki area FL310 LGTS 060520Z 30005KT 4000 -DZ SCT006 OVC025 15/13 Q1023 NOSIG

 

*0.7 Multiplier with REX 4 Cloud set 16

0_5_rex_soft_set16.jpg

 

Default Multiplier with REX 4 Cloud set 16

0_7_rex4_set6.jpg

 

*0.7 Multiplier with REX 4 Cloud set 16 Additional Screen

0_7_rex4_set6_v2.jpg

 

 

*0.7 Multiplier with REX Soft Clouds set 1

0_7_rex_soft_set_1.jpg

 

*0.7 Multiplier with REX Soft Clouds set 7

0_7_rex_soft_set_7.jpg

 

*0.7 Multiplier with REX Soft Clouds set 16

0_7_rex_soft_set_16.jpg

 

All of these where taken with default Realism preset in ASN with the following P3D in-game settings

 

So for me from here on out until a cloud solution from LM is set in stone I am sticking with *0.7 multiplier and a soft cloud set (probably set 16 for now)

George Kyriazis | www.georgekonline.com

 

ELB729.png

  • Author

 

 

So for me from here on out until a cloud solution from LM is set in stone I am sticking with *0.7 multiplier and a soft cloud set (probably set 16 for now)

 

George,

 

Thanks for posting those test shots up and further validating that it's just not on my end! I agree with your statement above and .70 seems to be a sweet spot for my system as well. It seems that LM and 3rd party weather/environment texture providers are going to need to work closer together to address this repetitive texture bug.

 

M

I made a quick video here using 0.7 multiplier ... warning first part of the video I'm trying to emulate "spinning" clouds ... maybe at 3:35 mark I was slightly successful but I had to go to extreme view angles and head motion to see it and got motion sick in the process ;)

 

From 0 to 3:45 min mark, I'm trying to produce spinning clouds with my TrackIR on, after that I'm doing more "normal" type of flying.

 

 

On my setup 0.7 multipler does come with a performance penalty ... but this is using a mix of FSGRW, ASN, and a P3D weather theme.

 

To remove any trace of spinning clouds they would need to render as "true" volumetric objects which would bring FPS down to 1-2 range on a high end system.

 

Personally I think this cloud.fx is excellent, best compromise of clouds visual to performance I've seen in any flight simulator.  Remove AA processing of the clouds would help considerably on the performance front but as Beau explained to me that would require significant breaking changes to be done "perhaps" at a later date.

 

Cheers, Rob.

Inho 0.7 makes it too soft. I like the contrast between light/shadow on clouds.

My Alps screenshot was done with default settings and looks nice to me.

 

However I will try with 0.6.

 

Alps.jpg

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

You can reduce the spinning by lowering a value in the line below in the cloud.fx file. I take it down to 1000


 

float blendDistance = 3000;  // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000


 

Lowering it reduces the distance at which the clouds start to spin in relation to the AC. Taking it very low will stop the spinning altogether, but the clouds will open like doors as the plane pushes through them.


 

I have been running an increased scale since LM reduced the size, finding .65 to be a good balance between size and performance. I have also lightened the clouds slightly by increasing another value below to 1.00f


 

    float4 colorIntensity = float4(fRed, fGreen, fBlue, saturate(alpha)) * color;
    diffuse = saturate( float4( .85f * colorIntensity.rgb + ( 0.33f * saturate( colorIntensity.rgb - 1 )), colorIntensity.a ));


 

On the whole I still prefer FSX clouds esp during sunrise and sunset where LM's tend to be too uniform in colour and shading. The cirrus rendering is much better in FSX too, with P3D's running in very straight bands, which they seem to show no interest in fixing.

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