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Pe11e

Brighter terrain, darker cloud shadows - DONE!

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I like the results so far, although I might reduce it a bit. Thanks Pe11e! Also very much looking forward to your haze tweak.

 

I also noticed that the terrain shadows look a lot more dramatic after this tweak:

 

eb17slq.jpg

 

Y2vNbMz.jpg

 

S44ARLR.jpg

 

0rBRWr4.jpg

Nice shots.

As you wrote now you only need the haze tweak.


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

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 - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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

 

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Do those tweaks also work with "HDR off"? I never use HDR so far in P3D, isn't it a huge FPS killer?


Greetings, Chris

Intel i5-13600K, 2x16GB 3200MHz CL14 RAM, MSI RTX 4080 Gaming X, Windows 11 Home, MSFS

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At Avsim.su they have a Topic about all those tweaks.
A poster named Knossos came up with it and is doing all the testing...

I am trying to go through it with Google translate.

Tweaks I have seen :
- Less brightness clouds at dusk and night
- Contrast shadows/light ( Cloud shadows / underground )
- The further away the scenery , the darker it gets ( Nvidia CP settings )

The haze tweak I did not find...( more than 40 pages... ) ... if it is in this topic...


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

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 - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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

 

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I've found the thread with the terrain haze tweak, but there's no instruction on how modify our own the GPUterrain.fx, they provide the file already tweaked, and the file is from the v3.1 of p3d.

Anyone has the lines to tweak?

 

edit: found it, the first lines added to the GPUterrain.fx are the lines to add to the original file.

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I've found the thread with the terrain haze tweak, but there's no instruction on how modify our own the GPUterrain.fx, they provide the file already tweaked, and the file is from the v3.1 of p3d.

Anyone has the lines to tweak?

 

edit: found it, the first lines added to the GPUterrain.fx are the lines to add to the original file.

 

Could you tell us what needs to be modified regarding the haze ?

 

Thanks


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

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 - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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

 

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Do those tweaks also work with "HDR off"? I never use HDR so far in P3D, isn't it a huge FPS killer?

Am using the second tweak to brighten up the terrain. The days are bright like it should be. Like in the pics other have posted. Morning and evening have that little extra brightness I always was adjusting HDR or my tv monitor. HDR is off now and I gain around 5 fps for those heavy clouds and rain. But sometime I have to turn the brightness down on the nivida cp to get the darkness in the thunderstorms. Using 980 card. I really like this tweak.


Maurice J

I7 7700k 4.7 \ EVGA 1080ti \ G-Skill 32GB \ Samsung 4K TV

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Could you tell us what needs to be modified regarding the haze ?

 

Thanks

 

I found those lines that in the original one are not present:

 

//------------------------------- GEO ---------------------------------------------
float3 GEO_Haze(in float3 FogColor, in  float fFogDensity, out float kFactor)
{
float MaxPow;
 
    #if defined(SHD_HDR)
MaxPow  = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f * 2.0f;
#else
MaxPow  = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f;
    #endif
 
kFactor = clamp(1.0f + (fFogDensity - 0.00000000180f)/(0.0000000000f - 0.00000000180f) * (MaxPow - 1.0f), 1.0f, MaxPow);
return pow(saturate(FogColor), kFactor);
}
 
float3 GEO_FogPS(const float3 cColor,
             const float  fDistance,
             const float  fFogDensitySquared,
             const float3 cFog)
{
    #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE)
        return lerp(float3( 0, 0, 0 ), cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); 
    #else
return lerp(cFog, cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); 
    #endif
}
 
float3 GEO_FogPSSquaredDist(const float3 cColor,
             const float  fDistanceSquared,
             const float  fFogDensitySquared,
             const float3 cFog)
{
    return lerp(cFog, cColor, saturate(exp(-fDistanceSquared*fFogDensitySquared))); 
}
 
 
float4 GEO_VolumetricFogPS(const float fPositionY,
                       const float4 cColor,
                       const float  fDistance,
                       const float  fFogDensity,
                       const float3 cFog)
{
    const float distQuared = fDistance*fDistance;
    const float signOfY =  ceil(saturate(fPositionY)) - ceil(saturate(-fPositionY));
    const float oneOverY = 1/fPositionY;
float kFactor = 1.0f;
    float4 FinalColor = cColor;
float horizonFogDensity = fFogDensity;
 
//Don't fade or override layers by default.
float3 layerEnableFade = float3(1, 1, 1);
 
//If no horizon fog we also want turn off fog layers as we get over the layer.
#if defined(SHD_NO_HORIZON_FOG)
horizonFogDensity = 0;
 
//The horizon fog layer enabling is based on the camera and layers.
layerEnableFade = float3(cb_mFog[0].cb_mFogNoHorizonLayerEnable,
cb_mFog[1].cb_mFogNoHorizonLayerEnable, 
cb_mFog[2].cb_mFogNoHorizonLayerEnable);
 
#endif
 
    const float layer[3] = { layerEnableFade[0] * cb_mFog[0].cb_mFogEnable, 
        layerEnableFade[1] * cb_mFog[1].cb_mFogEnable, 
                             layerEnableFade[2] * cb_mFog[2].cb_mFogEnable };
 
    const uint belowBottomLayer = ceil(saturate(-fPositionY - cb_mFog[0].cb_mFogBase));
 
#if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE)
float3 horizonFog = float3(0.0f, 0.0f, 0.0f);
#else
float3 horizonFog = GEO_Haze(cFog, horizonFogDensity, kFactor);
#endif
    
#if !defined(SHD_NO_HORIZON_FOG)
FinalColor.xyz = (FinalColor.xyz * belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * !belowBottomLayer);
#endif
 
    //Loop through the fog layers to calculate the layer colors.
    [unroll]for(int i = 0; i < NUM_FOG_LAYERS; i++)
    {
        [branch]if(layer > 0.0f)
        {
            const Fog fog = cb_mFog;
            const float yMinusBase = fPositionY - fog.cb_mFogBase;
            const float yMinusTop = fPositionY - fog.cb_mFogTop;
 
            const float signOfBase = ceil(saturate(fog.cb_mFogBase)) - ceil(saturate(-fog.cb_mFogBase));
            const float signOfTop = ceil(saturate(fog.cb_mFogTop)) - ceil(saturate(-fog.cb_mFogTop));
            const float cameraInLayer = saturate(-signOfBase*signOfTop);
            const float pixelInLayer = saturate(-1 + ceil(saturate(yMinusBase)) + ceil(saturate(-yMinusTop)));
 
            float ratio = abs(saturate(oneOverY * saturate(signOfY * signOfBase) * yMinusBase) -
                              saturate(oneOverY * saturate(signOfY * signOfTop) * yMinusTop));
 
            ratio = saturate(ratio + saturate(cameraInLayer + pixelInLayer - 1));
            ratio = lerp(ratio, 1 - ratio, cameraInLayer * (1 - pixelInLayer));
            
#if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE)
float3 fogColor = float3(0.0f, 0.0f, 0.0f);
#else
float3 fogColor = GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor);
//float3 fogColor = colors;
#endif
 
FinalColor.xyz = GEO_FogPS(FinalColor.xyz, ratio * fDistance, fog.cb_mFogDensity, fogColor);
 
            #if !defined(SHD_ADDITIVE) && !defined(SHD_MULTIPLICATIVE)
   horizonFog = lerp(horizonFog, GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor), cameraInLayer);
#endif
        }
    }
 
#if !defined(SHD_NO_HORIZON_FOG)
FinalColor.xyz = (FinalColor.xyz * !belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * belowBottomLayer);
#endif
 
FinalColor.xyz = GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity, cFog);
 
    return FinalColor;
}
 
//------------------------------- ---------------------------------------------GEO

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Hi Paolo,

 

Your script I have added , flushed the shaders and looked at several altitudes and several weather themes how it looked.

Perhaps I am doing something wrong as I cannot see any difference...

 

Regards

Gerard


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

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 - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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

 

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Hey Gerard,

I'm trying now too, but as you said I can't spot any difference, so I really don't know if is there something wrong, I just downloaded the file provided on avsim.su on this topic http://www.avsimrus.com/digest/topic/140389-terrain-haze-atmospheric-effect-by-knossos, then I opened it to see what is changed, and I've just added the line on top of the attached GPUterrain.fx.

Maybe PE11e can help us on what he did to make it work!

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The adjustments where originally made for P3Dv3 and 3.1...


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

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 - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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

 

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yep, but from the pics posted from PE11e he found a solution to get it work! ....Waiting patiently....

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Also waiting for the haze-tweak. I miss having this in P3D. Looks really good in X-Plane for instance.


38.jpg

Brynjar Mauseth 

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-------------------------------
Realism Shader Pack v1
-------------------------------

Every shader tweak from previous version included plus added rayleigh scattering, dark clouds at night and some adjustment to HDR.

 

Download the pack here:
https://www.dropbox.com/s/…/Realism%20Shader%20Pack%20v1.zi…

 

Install notes and additional info with shaders description are included in the readme file!

 

NOTE: this is beta pack, and although everything seems fine after my testing, please test the tweaks and report your results here! After day or two of beta testing, I will upload the pack to AVSIM library also, as a final version.

 

Enjoy your new realistic visuals captains!  :smile:

 

 

Prepar3D%202016-04-07%2022-42-13-26_cr_z

 

Prepar3D%202016-04-07%2022-43-55-47_cr_z

 

Prepar3D%202016-04-08%2000-54-36-18_cr_z

 

Prepar3D%202016-04-08%2000-32-17-34_cr_z

 

Prepar3D%202016-04-08%2002-12-55-50_cr_z

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Current system: ASUS PRIME Z690-P D4, Intel 12900k, 32GB RAM @ 3600mhz, Zotac RTX 3090 Trinity, M2 SSD, Oculus Quest 2.

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Thanks Pe11e!!!


Maurice J

I7 7700k 4.7 \ EVGA 1080ti \ G-Skill 32GB \ Samsung 4K TV

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Thanks Pe11e!!!

 

You're welcome. Everything for visual realism and immersion!  :smile:


Current system: ASUS PRIME Z690-P D4, Intel 12900k, 32GB RAM @ 3600mhz, Zotac RTX 3090 Trinity, M2 SSD, Oculus Quest 2.

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