Sign in to follow this  
Richard Sennett

Mountains & Clouds

Recommended Posts

Help AVSIM continue to serve you!
Please donate today!

Amazing shots as always!

 

Care to share, like, ALL your settings perhaps? :)

Share this post


Link to post
Share on other sites

Amazing shots as always!

 

Care to share, like, ALL your settings perhaps? :)

 

There is plenty of info in many of my settings in my other screenshot postings

 

 

Are you using HDR in P3D Rich?

 

Yes

Share this post


Link to post
Share on other sites

Excellent Rich, beautiful and realistic. Just makes ya wanna fly!

 

DaveGi

Share this post


Link to post
Share on other sites

Man, best shot I ever seen (seriously)  :P

 

I doubt it Walter but thanks Buddy

Share this post


Link to post
Share on other sites

I didn't know Opusfsi was capable of this, I tested is once and it gave me popcorn clouds and not that much coverage as in the pick. I didn't undertand the system very well. Can you give me some advice?

Share this post


Link to post
Share on other sites

I didn't know Opusfsi was capable of this, I tested is once and it gave me popcorn clouds and not that much coverage as in the pick. I didn't undertand the system very well. Can you give me some advice?

 

This is what I  have changed - all credit to Mark at ftx forums - smart Guy - have fun

 

I have made changes to four lines in the Cloud.FX shader file... followed by deleting and rebuling the shader cache.

 

If you open (take a back-up copy first) the file using Notepad++ and find the lines below... the numbers in red are my new values.

 

218 diffuse = saturate( float4( 0.65f * colorIntensity.rgb + ( 1.30f * saturate( colorIntensity.rgb - 1 )), colorIntensity.a ));  <<< This makes the clouds take on more colour from the light/shadow values and also makes the clouds darker, esp. at dawn/dusk {though sky textues affect that too}.

 

256 float blendDistance = 500; // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000  <<< This lowers the distance at which the clouds rotate to face your viewpoint.

 

293 GetScreenQuadPositions( quad, width*0.60, height*0.60 ); <<< This makes the clouds bigger ... 20% in this case.

 

305 GetPointDiffuse( Out.diffuse, position, groupCenter.xyz ); <<< Alters the way clouds are shaded... giving more variety of shading [light/dark]

Share this post


Link to post
Share on other sites

This is what I  have changed - all credit to Mark at ftx forums - smart Guy - have fun

 

I have made changes to four lines in the Cloud.FX shader file... followed by deleting and rebuling the shader cache.

 

If you open (take a back-up copy first) the file using Notepad++ and find the lines below... the numbers in red are my new values.

 

218 diffuse = saturate( float4( 0.65f * colorIntensity.rgb + ( 1.30f * saturate( colorIntensity.rgb - 1 )), colorIntensity.a ));  <<< This makes the clouds take on more colour from the light/shadow values and also makes the clouds darker, esp. at dawn/dusk {though sky textues affect that too}.

 

256 float blendDistance = 500; // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000  <<< This lowers the distance at which the clouds rotate to face your viewpoint.

 

293 GetScreenQuadPositions( quad, width*0.60, height*0.60 ); <<< This makes the clouds bigger ... 20% in this case.

 

305 GetPointDiffuse( Out.diffuse, position, groupCenter.xyz ); <<< Alters the way clouds are shaded... giving more variety of shading [light/dark]

Thanks a lot! I couldn't have asked for more!

Share this post


Link to post
Share on other sites

Thanks a lot! I couldn't have asked for more!

 

Welcome pretty cool stuff - first time posting this here also

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this